Hello everybody!
While I was baking some gloves that I modeled/sculpted I encountered this weird problem. I get this bleeding in the normal map:
![IUZZz.jpg](http://i.imgur.com/IUZZz.jpg)
Here is the area in the low poly:
![o70tB.png](http://i.imgur.com/o70tB.png)
this is the high poly:
![qaSEM.png](http://i.imgur.com/qaSEM.png)
I checked all the normals on both sides and they are all ok...
Here is the area in the UV layout:
![7Jhyo.png](http://i.imgur.com/7Jhyo.png)
and finally my XNormal settings:
![W67WA.png](http://i.imgur.com/W67WA.png)
I tried every possiblity in Xnormal but i got stuck.(or maybe I am just to dumb to realize the mistake :P )
PLz help.
Thanks alot
![:D :D](https://polycount.com/plugins/emojiextender/emoji/twitter/grin.png)
Replies
From there it could depend on the smoothing groups of the lowpoly and how they relate to the UV islands.
Hey thanks a lot for the reply. However is still get the same problem with the edge padding set to 16.
I am using Maya on this one so how would you set up smoothing groups correctly and how do they affect the bake?
Again thanks alot
Thank you for replying! No i am not using a cage. I honeslty dont even kown how to set one up in Maya (do you know how? )
- because the bit between the fingers is actually baking the other finger not the one it's supposed to be.
I'd do a bake in with a cage and make sure the cage vertexes aren't overlapping where the fingers meet the palm/knuckles.
edit: in maya the 'cage' is called an 'envelope' and you should edit that
Ok thanks. Do you know how to set one up in Maya?
http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/Asts_Create_texture_maps_with_the_Transfer_Map_tool.htm,topicNumber=d30e534787
scroll down to the custom envelope section.