the main issue with Zbrush normal map baking, it's not synced with tangent space data from the model, that unity (unityTspace) or Unreal engine 4 (mikktangent) deals with. So best is to find the baker that make your normal map to match the game engine requirements.
Don't worry about matching UVs - the sculpt won't even need them. As long as the models occupy the same space, then most bakers will be able to take the information from the sculpt and project it to the Uv'd lowpoly (just do your bakes outside of zbrush).
ohh, you will only get highest quality if you use Max for baking, as the tangent space used in for rendering through Quality Normals is synchronized to Max's baker, not Xnormals. If things aren't synced you will always get some artifacts of varying strength.
Ok, Here is my situation. I have to model a building with only one 1024x1024 diffuse texture. I understand polygon modeling/uving. In the past I have textured buildings, but I have used multiple texture files. I'm trying to figure out what the best way to do this is, but have yet to figure it out. I was looking into…
Hello, I am trying to get good bakes with a model to make sure I have a good workflow and I just can not get a good bale when trying everything even cages and it is just this one piece, the first piece that I am having issues with! Please any one with any knowledge on what I am doing wrong I would really appreciate it!…
need some help with batch baking mental ray maps in Maya. I am trying to generate some light maps for an environment, I have worked out a lot of issues to produce something I think will work . .. all except for the maps it spits out look like they are 8-bit. Here is an example as well as my settings - I have tried setting…
Hey all, I have run into some normal mapping trouble with a model I am making. While I am getting these issues all over the model, here is a simple example of one of the cars headlights and the issue I am getting. Low poly and UV Low poly + cage High Poly UV + Ray miss The beautiful result So as far as I can tell, this is…
I have a problem that I can't fix. I'm using a Pflow sourse set to mesh per particle. The first thing I tried was the pflow bake script which turned every particle into mesh but all of the particles were visible in frame on and static when they time to "spawn" was reached they started to move. I want strictly to copy the…
So i finished a sculpt in zbrush and polypainted it. Now am trying to use xnormal for baking maps to a retopo mesh but am having some troubles in the maps. I am unable to find any solutions so you guys with experience with these kinda problems have to be the guide... pls help with possible problems?? 1. check out the…
Hi guys, I was wondering is there a possible way to bake this high poly mesh unto the low poly and retain the holes/transparency of the high poly mesh? Thanks