hi all, i’m getting some strange results when baking normal maps, please see the images below.
my intended workflow was as follows:
- low poly UV’d mesh in 3dsmax - goz
- sculpt in z brush
- bake normal map in zbrush
- goz low poly sculpt to 3ds max
nothing strange about that workflow as far as i can tell. the problem is baking the normal map, it comes out like this:
my uv layout looks fine in 3dsmax with no flipped faces or overlapping geometry. any help appreciated! thanks:)
(also when i bake a height map i get the same rendering error)