Hey guys, first post on the site even though i've been lurking for quite a while. I hate for my first thread to be one of shamelessly pleading for help but i've hit a bit of a brick wall on this one.
Below is an asset i'm working on for a Lovecraftian Style seafront environment, i modeled the high poly and reduced it down to the low by removing edge loops etc, for some reason i get these strange artifacts when i'm baking the normals from the high to low, any ideas what could be causing this?
I'm using 3dsmax 2012
I've checked the Normals on both the high and low poly models and they're all facing the correct way.
I've also tried baking out about 10 times with 5 different smoothing groups setup and get the same errors regardless.
Replies
Have you tried to bake in a different software ( like xnormal ) just to compare results?
Any symmetry in the UVs ? sometimes, baking doesn't like overlapping UVs, so if you do, offset the mirrored part by 1U in the uv space.
It looks like the hard edges of the low poly are showing up clearly in the normal map but i don't understand why :S. Half a mind to just delete the mesh and start all over again which would be a shame because i've already begun texturing it, i just opted to ignore a Normal entirely, but i'd rather find a solution than just avoid the problem altogether
Ive had this issue (even in 3ds max 2010) before (where he low poly geometry would come through) but I can't quite remember how I got rid of it!
but yeah
Hum
Do you have several or no smoothing groups at all set up ? cause they can mess up projections sometimes. Ideally you'd want just one for the whole mesh, for the projection phase only.
I suggest you read this, (and share it with your class mates, cause no one on the teaching team will taught you this: http://tech-artists.org/wiki/Normal_mapping )
Hope that helps!
And check that your uvs are welded and not screwed