Using 2 UV Maps to bake normal in xNormal

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  02 February 2013
Using 2 UV Maps to bake normal in xNormal

I have a question that seriously troubled me for days, which i had no luck in finding any matching solution to it even after searching everywhere online.

So i have a character model which i unwrapped into 2 UV Maps under the UV Texture Editor in Maya. (2 out of 4 of the squares map used. 1 Top right, 1 Lower right)

When i bake the normal maps from my high poly mesh to my low poly mesh, xNormal only generates the 1st map (Top right). I really do not know what i can do to allow baking for the 2nd map?

I have tried using Maya to separate the 2 maps into 2 different UV Sets and switching their position, baking them gives me an error: 'Invalid function parameter 'msh': The mesh Default has an UV face (1994) Poiting to a non-existent vertex'.

Where exactly did i missed out or did wrong? Can someone kindly point it out to me??

  02 February 2013
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