Hey guys,
Most of the time I don't get clean bakes out of xNormal because of how my low-poly doesn't encompass the high-poly. They overlap in a lot of areas and I think this is due to me using Topogun for all my retopo needs.
My question is, how do I go about building a cage after all the UV's are done? My primary modeling tool is Maya and I couldn't find a cage option in there. I know max has one.
xNormal has some options for building one like that cage bloating slider as well as the option to move individual vertices. But there's got to be a faster way.
I watched the xNormal overview over at Eat3D a few times already but I still don't quite grasp how to build a custom cage and what things to keep in mind when creating one.
If anyone could shed a light on this, I'd be grateful!
Replies
-Cheers
You shouldn't need to use Mayas cage builder, which it does have burried away somewhere, can't remember where exactly. The above option has been tried and tested a few times though without problems.
That will get you a solid cage, and it's the same principal as the way Max creates a cage, you're just inflating the mesh along its normals.
What to keep in mind is just that there's not a ton of overlap in your cage and that it covers the whole high poly. I am not positive but I think in Xnormal the cage is only used for distance calculation, so as long as you have all of the high poly mesh inside of the cage you should be good.
And thanks to others for chiming in on here, I really appreciate it!