Hey all, feel a bit n00bish for asking this but have been having an issue with normal baking for a little while, using Xnormal. Everything goes ok with the initial bake, the only issue is I have these nasty black lines where the seams are - kinda thinking I'm doing this wrong. Can anyone point out why this might be happening? I've checked the smoothing groups are sorted but still getting the problem. Thanks in advance
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I cant post a pic of the HP right now as am at work but will do so when I get home. Thanks all
EDIT: Just found this link on the Xnormal site (Ray distance method 2A) , will have a look at lunch -
http://www.xnormal.net/Tutorials.aspx
http://www.polycount.com/forum/showthread.php?t=81154
So after doing some research including viewing those links, I started testing adding some 'support loops' and re-baking (just a test to see how it comes out,) getting much stronger results now:
Not sure how much of this I am doing right as I am still new to the process of hard surface normal baking, going to see how it goes
I would suggest reading through the thread again, its kind of confusing bit it covers a lot of topics. It seem you have confused what to do with ray trace skewing(adding support geo) with artifacts from using a broken cage/simple ray trace value.
This is pretty much it.
If you bake in Max you won't get these issues by default, and I don't think Maya will give you these issues by default either but its a simple option in the transfer maps thing.
In XNormal you will have to either export a cage from max, or set up a cage in the 3d viewer.
I’ve decided it would be a good idea before going the Xnormal route to try using transfer maps in Maya and get good results from that first, but haven’t had a lot of luck with that either – still getting the seams appearing. Are there any options on the TM dialog I should be looking out for to avoid these issues? Thanks in advance – I’ll re-read the thread over my break to see if I’ve missed any info.
Generally its a very bad idea to bake twice, combine, or repaint normal maps, because you will have to do it again for any revisions, and if another artist needs to work on your asset he will have to perform the same voodoo magic that you did to get usable results. So its a really bad idea in any sort of professional setting.
You can almost always fix any errors with very simple changes to your mesh. Like if you have a small detail that is skewed, you can cut in one vertex right where that detail is, which softens up the projection normals there and usually fixes it. Simple stuff like that.