Hello , I am trying to bake a normal map in Xnormal ...
this is the process I am doing ...
I modeled my high poly version , then retopologized a new model over it with topogun , imported in 3dsmax , fixed all seams arranged the textures and uvmaps on a doubled side area along the X axis so to have adaptation to a texture sized as 4096 x 2048 in x y ....
now when I exporet the model I restretch the texture uv to a single quad so that the OBJ has the coordinates on a single quad .. .in Xnormal then I recreate the correct proportions for the textures ...
all seems coming fine apart from some internal portions of the mesh baking ... as you can see in this picture there are strange artefacts and weird stretching I dunno where they coudl come from because as you can see in the sidened image all is finely even in checker pattern ...
what do you think coudl be the problem and how coudl I fix?
thanks for any kind answer ...
Hi if anyone is kind enough to give a try at this download coudl perhaps tell me whats wrong in the backing process?
I uploade high and low poly ....
http://www.sendspace.com/file/bo7csd
Replies
If you plan on having your texture sheet rectangular then you shouldn't have to re-size it during the baking process. xNormals let you bake with files that aren't squared.
Did you exported a cage for xnormal ? Did you checked with smaller checkers for distorsion ?
I have collapsed all I have stretched the uvmap in 3dsmax to stay inside the even sided square .. while it actually is perfectly cheker aligned when it covers two squares in horizontal lenght ..
when in xnormal I create then the map stretched as is needed ...
The problem is that I used that technique a lot and never had those problems I suspect it coudl rely on somehow overcrossing projection due to the fact that the highpooly model has a outside and an inside part ( its like a gown ) and so is also the lowpoly model that follows the shape of the highpoly ( As I did it in topogun ) .
I then tried to increase to 2.5 from the previous 1 but I still get the same results increasing I cant get rid of decreasig I get more ... any other ideas ?
in Xnormal I started by 0.5 , tried then from 0.25 up to 2.25 ...
I remade also the interior portion of the gown , the one that gives the problems , I redid exactly like is the lowest sub level of zbrush , exported from zbrush the portion imported in max replaced the interior face mesh of the gown there with that one , relinked all and merged into the single mesh , then I exported to topogun and fixed any other problem , topogun results in a very smooth and conformed surface to the interior part of the gown , so no problem is seeable ... but when I export I still get the same damn problem even after all this work ...
if one is interested I could send the model and see if can help me with that to understand what coudl be?
from left to right
both high and low poly model in place
low poly model only
the problem visible in interior parts of the gown ...
Apart the previously exposed questions on this problem ...
how can I do also to increase the Depth of the normal maps to look more like the ones in the high model?
I uploade high and low poly ....
http://www.sendspace.com/file/bo7csd
I get artefacts in the inside too, but does the exterior look better?
What can I do to fix?
Same for the high poly (although the HP shouldn't matter too much if it's a simple sculpt).
Because if you're getting errors with a cage, in Xnormal, then there is a problem with your mesh, and big one one too, try to reset and clean everything possible before exporting, because again, a cage shouldn't be giving your errors at all, never, especially like that.
I haven't done reset Xform , pivot , edit poly modifier I just add this to the stack select pivot and collapse?
In max, go to element mode of the edit/editable poly and hit unhide all. I suspect it might be that one of your high polys is hiding something.
Definitely post your solution if you find something better.
Also I think you have an ngon of an UV problem, because in Marmoset I get a strange face artefact :
anyway did a test bake in max on default settings with no cage and it looked like this
looks ok for an initial bake I suppose.
max file is here, should work ok in xnormal too
http://www.mikerusby.com/images/chainmail/chainmail_bake.rar
xnormal bake - not perfect but minus the artefacts you mentioned.
But
I still get those above mentioned artefacts , I just fixed by hands ....
but on the red areas , where I actually shoudl have added some detail berders and over armor parts I didn't yet couse I get crossface projection resulting so in normals and occlusion with parts of the chainmail over areas that shoudl be either leather or metal .. .I have tried to reduce the backfacing ray distance to 0 but this increased the problems .. .how can I do to improve ?
and Ruz how u did manage to get a better xnormal bake?