I’m trying to bake a matcap into a color map and i’m running into a little trouble. The problem, essentially, is that the baked color map does not align well with my displacement map. Here’s what i’ve done:
Mesh is subdivided and sculpted with smooth UV’s on and then painted in ZBrush. Just exporting the color from texture/polypaint works fine with the displacement map here. But, I want the matcap baked, so…
I have a displacement map generated(and exported) with smooth uv’s on. I then delete the higher subD levels and flatten, and frame, the model. Document size is square of course.
Then BPR render, shadows off and export the maps.
The textures(color and displacement) look fine individually when applied to the model in Maya. Together though they look offset. It does not look quite like when the uv’s are not smoothed, which distorts the whole texture. This is what it looks like in Photoshop with color and displacement on top of each other:
http://i56.tinypic.com/2psh7k1.jpg
Deactivating symetry in UV Master makes it slightly better, but still…
Is there any sollution to this or any other way to bake the matcap into the texture while having it match the displacement map?