Hey polycounters.
So i baked a normal map and have a few errors.
From what i believe you are ment to have different smoothing groups depending on the uv shells.
I used the text tolls function of "smoothing groups from uv shells"
I dont know why i am getting these splits unless i have completely missed something. The other issuse i am getting is a big weird eroor intersecting inside of my mesh.....have no idea why this is as my low poly looks fine?
Replies
-Stockwell
The first time I tried baking a normal map from high to low (hard surface stuff, of course) I had the same problem. Setting up a proper cage fixed that immediately.
Max obj with smoothing groups + split UVs + cage from max --> default normal map in xNormal.
Btw: you are checking your maps with a proper realtime shader, right?
Let´s say you have a box. Each side has a smoothing group and gets a split UV part. Then you use your cage from max (Modifier: push) and bake, use the normal map in Max with the Xoliul Shader and that´s it.
Also read this: http://www.polycount.com/forum/showthread.php?t=107196
Probably should read this too
Understanding averaged normals and ray projection/Who put waviness in my normal map?
and of course the classic
Normal Map - Polycount Wiki
Set up a cage in xNormal!
oh god no, absolutely horrendous advice in this situation
This how my normal map looks on a 512x512
and this is how it looks on my model.....
I am getting a very weak normal map that isn't picking up much detail?
I second the advice to use SBM format (it exports your max cage for you as well) - AFAIK, .obj doesn't transport tangents/binormals, at least we had that problem in a smaller engine (Away3D for flash). Collada/FBX as well as the aforementioned SBM do export your tangent basis.
My mistake:
The reason i was getting a dead normal map was because i didnt have turbo smooth turned on my high poly lol!!!!!!
All i did was turn it on and play around with the cage in xnormal for like 5 mins....that was all!