I've read so many tutorials my head hurts, this baking stuff is driving me mad! I can't seem to bake anything without errors galore! So this is my last ditch effort. WHAT I NEED HELP WITH! Here are my meshes...
stairs_high_mesh.obj
stairs_low_mesh.obj (note the UV's outside 0,1 are intended to be deleted for the final model.)
Download them here:
DOWNLOAD LINK
Could someone please bake this out and give me some hope that there is a way to make this model seamless. I don't get it. My edges not set right? (using maya) Shells not setup correctly, this even possible on my low poly mesh? Make me a low poly mesh that does bake correctly.....show me all the errors of my ways. Be brutal, I need to be educated. PLEASE!!!!
I'll be forever greatful. THANK YOU!
Replies
http://wiki.polycount.com/NormalMap
xnormal steps I'm using....
load high meshes
load low meshes
click on 3d viewer
launch 3d viewer - show cage - edit cage (made it bigger than my meshes) - save cage (cage_stairs_low.sbm)
place cage on low poly mesh
bake.
here is my result. (AAAAAGGHHH, what am I doing wrong?) :poly127:
Mine
Yours
This was probably your biggest issue. However there was some other issues I noticed which could cause headaches for you in the future. It's best to triangulate your mesh before you create your cage, as the cage may otherwise be triangulate differently (which you then wouldn't be able to use). I would also create cage manually inside of your 3D package. Lastly, You need to make sure that wherever you have a change in smoothing, you have a UV split. There was a place on the back part that you didn't do this for.
Hope this helps.
What did you use to bake this? This was using my UV's?
Try resetting xNormal to default settings.
*Edit* Disregard, ghaztehschmexeh nailed it.
Thank you guys btw...not there yet. The fact it's even possible with something I've built is blowing my mind.
I baked this in xnormal. I change the UV's a little because I changed the mesh, it wouldn't have changed anything. The low poly should be as close to matching the high poly as you can make it. I had this issue when I was newer too. Your low poly needs to be as close to an analogue of your high as it can be with the polys available to you. You shouldn't make it any bigger.
Here are the files if you want to check it out.
http://puu.sh/6UjQm.7z
And the normal map for the included low poly (won't work with your original).
And it worked like a charm.
And here's the resulting normal map. (Y+)
http://i.imgur.com/u6kTNga.jpg
THANK YOU!!!! brb. Hopefully with great results.
Was the low poly mesh edges all set to hard? all of em?
Yep tried that. :poly122::poly142:
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Is there a way to load a model with multiple materials/textures in Sketchfab?
*figured it out, all you have to do is zip everything together and load it all at once....easy.
you really should be previewing thigns in your target game engine.
I don't have an engine, I'm doing a test for a studio, and they use a proprietary engine, I wanted my models view-able in some form of a 3-d package for review. Ideally ya, I'd use Unreal or Unity....but given the time frame I figured this would be faster and easier for them to review. Sadly flipping the green/red (variations of both) did not fix this issue. I reached out to p3d on the issue, hopefully they'll sort it out.
Thanks again gang, very educational.
A bit of a side note: the thing with normal maps is they are not a direct height representation like bumps, they are more like a "codec". And there is no standard way of encoding/decoding normal maps so it can vary from software to software. However we are working on improved normal map support that should solve all your problems.
kind regards
Thanks ZanQdo! p3d is pretty cool, but this issue cost me about 4-6 hours of testing, re-baking, normal flipping, mesh remodeling, and minor insanity. Glad to hear it'll get sorted. Apologies for any rudeness on my behalf. Yesterday/last night was not a fun day for me. Guess I'll learn my lesson and reach out for help sooner.
kind regards
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