ZBrushCentral

XNormal artifacting problem

I made a high res sculpt, exported the lowest division level to maya and used it as a base mesh then used XNormal to normal map the high res detail as usual.

XNormal created most of the map correctly but it left these artifacts on the side of my character. Is there a known solution for this in XNormal or do i just have fix this in Photoshop myself?

Heres a picture of the issue:

problem.jpg

Artifacts like this one happened to me when i had some mesh under and the scan radius was projecting it on top.
So, check your mesh and try again…
:+1: I hope this helps!

well the error goes away when i get rid of the arm in the bake… the arm isnt under the mesh there but its not really connected correctly to the torso. is there a way to vertex snap with the move tool so i can put border vertices on the arm exactly where they should connect with the torso?

I guess the other option is to do it in maya but id rather just do it in zbrush since itll be quicker.

This error could also just be caused by the arm being above the side of the character because all the artifacting happens under the arm. Problem is if I remove the arm and bake it later, the ambient occlusion wont be right.