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New to Normal Map extracting in Mudbox

polycounter lvl 7
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mcuevas polycounter lvl 7
I'm new to normal map baking and I've been experimenting trying to extract normal maps in Mudbox. Below is an example of my result, the left model is the result of the extract (target) and the source mesh on the right:

YUuDhYU.jpg

As you can see, there's some stretching towards the bottom of the emblem on the target mesh

here is what my extraction setup looks like:

dmkZ59t.jpg

here is a snapshot of mu UVs from Maya

3sfzRHB.jpg

Any tips would be greatly appreciated. Thanks in advance.

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  • fatihG_
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    fatihG_ polycounter lvl 14
    Looking at your uv's it looks like there are some hard edges going on? Hard edges will break up the projection rays of the mesh.

    If you do not have hard edges on your low poly mesh;
    The ray casting of that area is probably not in the general direction of the rest of that emblem. Try rotating the triangle in that problem area, so you do not have a thin long triangle.
  • oglu
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    oglu polycount lvl 666
    you should not smooth the target model... turn that off...
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