Can the admins host any images in this thread on skymatter servers and relink them so that they won't disappear if they are deleted from the original location in the future?
When baking normal and/or displacement maps, the map comes out completely blackThis is an issue with UVs. Some of your UVs are straying outside of the 0,1 space. When baking, you will see that it tries to bake out two maps as well. This can be fixed by adjusting your UVs so that they are completely inside of the 0,1 space.
How to bake out normal/displacement maps for a character with multiple maps. (Please change/add info for this one if it is not entirely correct)
First of all, your character must use a single UV set. Each group of UVs must be in a UV square in the positive UV space (i.e 0,1 0,2). When baking out the maps, you must add "%i" without quotes to the end of the file name to let Mudbox know to bake out multiple maps correctly. If you fail to add this the maps will come out black.
You need to change your UVs after sculpting in mudbox in order to bake maps.One way to accomplish this is to export your lowest level, and your highest level. Fix the UVs in the lowest level, then import it into a new mudbox scene. Choose your bake settings, and choose your high res object from file, and pick the high res .obj that you exported. This will bake your high res maps using the UVs from your new low res.
The UVs of your smoothed mudbox sculpt are distorted and stretching across the map or your normal/displacement maps are showing similar problems. http://konradbeerbaum.com/stretching.jpgThis may be caused by the way Mudbox handles geometry that isn't quads. When baking normal/displacement maps, you can usually avoid this issue by setting the base mesh subdivision to "none". If it is set to something other than "none", Mudbox smooths the mesh before baking, and thus your UVs will be distorted in the low res as well.
If you want to export your high res geometry, the UVs will still be messed up. I do not know a workaround for exporting the high res with good UVs.
There are stepping artifacts in your normal map. http://konradbeerbaum.com/stepping.jpgThe reason for the artifacts is the main UVs of the low res head are "backward". That is, the UVs on the right side of the UV tile correspond with UVs on the left side of the head. In the example above, the problem was fixed by flipping the low res geometry's UVs horizontally in Maya.