Howdy, I am having trouble with normal maps and I tried tutorials but the thing is every single time I bake out a normal map it's always distorted like the image below,ugly.
This is the normal map from xnormal:
Even at a high res normal bake like 4096 x 4096, it looks better but still ugly. what am I doing wrong?
Replies
and here's the UVs:
Doesn't change the fact that his actual map has errors.
Also check if the cage looks ok, if the cage crosses other cage parts it doesn't work either.
SlyRipper, do I explode the high poly or low poly? The low poly is the only one with different elements attached.
RE: exploding bakes. You have to explode both.
Anti-Aliasing just makes the corners a bit smoother, but this shouldn't cause the trouble, because you could render/bake them with x4 size and reduce it in Photoshop to get same results with faster progress.
see how one piece is mapped and nothing else is?
here's another one.
Here is the hi poly and low poly.The high poly is the orange one.
Also, notice the triangle artifacts... I dont know how to get rid of that. The smoothing groups match and its not like that in the normal map. Any idea why this is happening?
Also check to make sure smoothing groups is checked when your exporting your objs.
For example you can duplicate the geometry, then push it and put a subdivision modifier on it and then collapse it. Then you delete all geometry that you dont need and refine your floaters. So the curvature of the floater matches the curvature of the geometry below.
It maybe looks so "dark" because its just darkened with photoshop after the bake.
without turbosmooth:
with turbosmooth:
This are are T-Shapes
MeshLab-Download: http://sourceforge.net/projects/meshlab/files/latest/download?source=files
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If that doesn`t help, try to AutoMap the UV in maya.
Thank you for the reply. I'm not sure what you mean by "T" shape in the images above but I'm no longer having a problem like that in the T-shape images. no it's the receiver shading and I was wondering if it could be due to the density of the loops right there on the two sides of the ejection port like in the image I posted. could this be? Because the shading is bad in those very spots. But the highpoly model has no such shading issues in the viewport.
T-shapes: http://www.digitaltutors.com/forum/showthread.php?31708-Mudbox-Import-Issues-What-is-exact-a-T-Shape
In 3ds max, add a STL Check modifier, and fix what it shows you.
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-4C0D058C-4196-4D05-BE68-981E7FF68C7F.htm
The only thing other I can think of that I did was I triangulated it when I exported as obj somewhere down the line but that was a while back.. its in quads still though.
- check there are no double vertices over each other (weld with threshold)
- check smoothing groups (faceted faces)
- check material ids (no submaterial hick hack)
- make sure you baked from the smoothed hp and not the unsmoothed
- try baking with / without cage (battle raymissing)
- add a default directX material to your low (nothing more, just material->directX->addToSelection) and make all 1 smoothing group.. are there any very strange shaded areas?
- triangulate before bake
- use cages
- use blockers if it makes sense in xNormal
I welded all vertices, put the low poly as one smoothing group. One material id,baked with turbosmoothed hp, baked with cage in max and without cage in xnormal and polybump. it has a default material as well.