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# 1 23-01-2013 , 04:48 AM
Registered User
Join Date: Dec 2012
Location: Michigan
Posts: 6

Normal baking problems with outcome

Hey guys, as you can see from my photo, i have a problem with baking normals. i sculpted a high poly mesh in zbrush, imported it as an object into maya. i then retopped it, and went to bake normals. they show, but so do the faces of the pollygons of my low-poly mesh (see attached).

What am i doing wrong? UV's look to be good & clean, theyre also attached. There are no un-sewn edges that i can see in the UV Map (is there a way to highlight/check/show unsewn edges?). But you can clearly see them (or the poly faces) being brought in the normal-bake process user added image

Any suggestions?

https://www.facebook.com/photo.php?f...type=3&theater