Hi Kenneth, I apologize for the delay in reply. your issue kind of slipped my mind. So after looking at your uv’s and zbrush model, i think the issue lies in your uv’s, the spacing of it. I have included an image to show that
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](javascript:zb_insimg(‘156541’,‘reply.jpg’,1,0))
Now, the places I have marked green in the lowres have more space between them whereas in the uv’s they are close to each other. So while generating a map, zbrush is unable to allocate pixels to them.
Ther are two things you can do now.
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Download decimation master ( available at pixologic), decimate your high res geometry, export it to maya or max. Export the low res as well. Now in maya, relax your low res, and bake normal maps.
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Export the low res, relax it in maya or max, export it back to zbrush and generate maps through zmapper.(this method might give you problems)
Edge padding is a function in max or maya which extends the pixels of an edge beyond the uv border. I don’t see that option in zmapper.
I also suggest you to use the first method, because you will have more control over your bake. I see another uvset overlapping the pockets. You can move them a little to the left, before you bake your maps.
I hope this solves the issue.If the issue still exists, i’ll have to look at the model.