ZBrushCentral

Trouble with baking normals in xNormals

Hey folks was wondering if someone could help me out with this problem.

I’ve recently been playing with xNormals and normally it works no problem. But on this latest model i’ve been doing it just really seems to hate me. I’m working on a character model for a game and I’ve got a low res mesh sorted and my high res mesh finished, both exported with UV maps. I use the default settings for xNormals v3.17.5.41643 x64. And for some reason my normals come out containing more normals inside themselves like this, notice how there are legs inside legs and strange bits in the arms?:

If anyone could shed some light on this i’d really appreciate it.

calculate your ray distance may be solve yr problem

Problem is solved. If anyone else has this trouble the way I fixed it was to check the option “Match UVs” in the Low Definition Mesh tab :slight_smile: Can’t believe I spent a day figuring this out!