After reading Eathquake's excellent thread
I decided to practice baking normals, hopefully doing it the right way. After some simple cubes I did a quick Zbrush sketch of a pillar. Here's the result, I'm mainly hoping for either :thumbup: or pointers on what to fix / general tips.
- Model basemesh in modo (Hard edges on UV seams)
- GoZ, Dynamesh model
- Used Michael Dunnam's free Zbrush brushes for detailing
- Exported High and Low to xNormal
- Baked with xNormal cage (averaged, exported mesh normals)
- Rendered in Marmoset
On the top of the pillar, where there are 90 degree concave parts, there are some errors which I assume are from my cage not being right. Any tips for areas like this or cages in general? I'll hunt for some xNormal tutorials sometime soon.
Should I have used more geo (bevel the edges) to decrease the gradients in the normal map? It appears to mip without any great weirdness in Marmoset, but that's as a tga.. (2048x2048 by the way)
In some cases I could have had less seams at the expense of a slightly more complicated UV layout. I'd also save a couple of verts doing this. Probably will get the hang of that with practice.