I have noticed that after I use the Move tool to change an area in the model I cant bake otu a usable normal or displacment map. It seems like the move tool totally wrecks the areas its used on once it comes time for baking stuff out. It doesnt seem to matter what I use for search distance I get artifacting on the baked map. Anyone else notice this problem? Should I just avoid the move tool altogether if I plan on baking out maps?
Move tool wrecks ability to bake out smooth Normal & Displacement Maps?
Well depending on what your moving and to what extent your moving it your going to have some issues.
If your base mesh already has UVs, your moving points relative to how they are set up on your pre-existing UVs.
Can you post an example of what you are getting?
Here is an example of the problems I am seeing. I render out the baked displacement in Lightwave and compared it to the open gl render in Mudbox. I circled the areas where i used the move tool. I did this just as a quick test.
Did the base already have UVs? You seem to be shifting the points on the base mesh which would cause stretching on the UVs.
Try redoing the UVs on the base and then baking the hi res displacement to the base mesh with new the new UV set and see if it still stretches like that.
My usual steps in Mudbox:
Arbitrary base mesh
Sculpting
Exporting lowest res mesh after sculpt
Making UV set (Retop if necessary)
Reimport base mesh
BAking hi res mesh to new Base mesh in MB.
If the points aren’t in the same place they were when you made the UVs you will get funky things like you’ve shown.
Ya, I have UVs on the base mesh. I didnn’t realise that this could cause problems. I will try the workflow that you have explained. Thanks for the help. 
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