few questions on normal mapping with mudbox

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Hi,
i'm fairly new to modelling and creating normal maps process and was wondering if there is a way to avoid certain areas on the normal map appearing strange.
I model first in maya then send to mudbox, subdivide and then export the normal map with a raycast closest to low res mesh.
should my UV's be more joined together? (i just used auto UV to show a quick example of what happens)
i have tried inserting support edge loops which helps when smoothing but gets pretty complicated when it comes to a more complicated object.
i tried altering the hard/soft edges but my model smooths too much in mud box when subdividing.
i also creased the edges to see if this would help but i always end up with some weird looking edges on my normal maps
Thanks.