Hi. I have an old assignment in my backlog where I need to do a low-poly potted plant (how terribly exciting.)
I thought I had a good grasp on normal mapping but evidently not as this bloody pot is fucking with my brain.
I modeled the HP & LP in modo and tried to bake there. The results where not good, so I thought this might be to modo baking being a bit wonky sometimes. But nope.
So I loaded up xNormal and I can't get it to work there either, with or without cage.
Here's my LP (aren't you in awe now?):
![b59fe243f8adbbb6dc07c1d541be7a52.png?1340841151](http://gyazo.com/b59fe243f8adbbb6dc07c1d541be7a52.png?1340841151)
Black wires are the HP. Here is the HP smooth shaded:
![7b6abf1b2a9a8f20865f70e5452404b2.png?1340841396](http://gyazo.com/7b6abf1b2a9a8f20865f70e5452404b2.png?1340841396)
And the lamentable result I got from xNormal. Highlighted is the troublesome top part of the pot. I understand why the middle part is trying to smooth itself round, but the rest puzzles me:
![9f2238d223c6a6258f0b5471833fc5fb.png](http://gyazo.com/9f2238d223c6a6258f0b5471833fc5fb.png)
I know my vertex normals are afoul here, but even so no combination of values gives me a good result. Tried making the "hard edges" hard and so forth.
All this leads me to believe I might need to bevel some edges, but I need guidance as I don't really know where. My own attempts sucked.
OGL view in modo:
![71f146ac24c5b6e4d4e98171e95018a1.png?1340842496](http://gyazo.com/71f146ac24c5b6e4d4e98171e95018a1.png?1340842496)
Replies
Sigh, it looks better without normal maps on the pot.
Then, make that strip have it's own smoothing/hardness/softness group, and bake it from there.
BTW, I have no idea what Tangents Modo uses, so I have no idea if what I said will help in the bakes look better.