I've been studying more and more about creating normal maps and texturing the mesh. However, I can' t really find a solution for my question in the Internet and I was wondering maybe you could help.
Here's the problem. I baked the normal map for the mesh by creating a duplicate of the mesh and making some details on the duplicated mesh with multires modifier. However, the normal map creates really weird shapes on my mesh. I was wondering and read that the problem can be caused when I have small amount of seams when creating UV map.
Also, there are some really weird holes in my UV map, might it be caused due to fact that the meshes aren' t at the same exact place?
Here' s a pic for illustrating my problem:
Here's a little bit better picture of the problematic place of my mesh + additional view of my material nodes.
The problem is somehow associated with the neck of this humanoid. I made a duplicate of the face and just raised the level of the multires modifier. Whenever I raise the level of multires subdivisions, it will look like this. When I remove the modifier, it won' t affect the mesh.