One possible problem might be that the low resolution mesh in mudbox (which you use during the extraction) might be different than the low resolution mesh in maya (which you apply the map to). When you apply any sculpting to a higher subdivision level, mudbox will not only change that level, but it will also change lower levels as well. Did you bring the modified low resolution mesh back to maya? I would recommend you to have the low resolution mesh in mudbox in two instances. Subdivide one of them, apply the high frequency sculpting to that one, while leave the other one intact. When you extract the normal map, use the untouched low resolution mesh as the target instead of the base level of the sculpted one.

I Cannot figure out how to design a model without problems when I import it into mudbox. Everything I make has issues, So I took a simple cube and added subdivisions of 3, I then took all the edges along the center of one side of the cube and then pulled them upward with the move tool so It created a v on top of the cube. I export this and import it into mudbox and It says uv faces crossing tile boundries. Something so simple creats errors. Its like If you blink at the ****ing model it has issues with the mesh. I do not understand why its so **** diffucult to figure out what NOT to do to get these errors. Ive read days worth of crap trying to figure out how to creat a **** simple model that wont have issues in mudbox when I import it and no matter how simple I start with it gets errors with the mesh when it imports to mudbox. I will literally make one chage to my friggen model at a time and export it to mudbox just to see if the change in maya will cause mesh issues in mudbox and its like I cannot creat any part of a model of anything without the mesh being filled with errors in mudbox. Im at a wall right now, I litterally have no clue how to fix this crap.




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