I'm having an issue when baking out a normal map from Xnormal.
I could be completely off the mark here but in my Xnormal bake (top in the image) the colours/ feel I am seeing look like a world space normal map to me. I have it set to tangent in the normal map baking options. As you can see when displaying with the Xoliul shader, not a desirable result. I have left the Xnormal settings as default apart from selecting use cage.
I did a bake using the same objects with 3ds max render to texture and got the normal map that I would expect (bottom of the image).
I am using a cage to bake, using obj's as the high poly and my low polys are exported using the Xnormal plugin for max (although I have tested using low objs as well).
Thanks
Replies
Also, I don't remember what the default XYZ of the normal maps are in xNormal/Xoliul shader, but in xNormal you have the option to define X-/X+, etc, so you can make sure it matches Xoliul (which gives you the option for Y-/Y+ if I remember correctly.
Also just to note, you can export your high-poly using the xNormal plugin, just have a TurboSmooth on top of your edit poly and select high-poly when exporting. No need to collapse as an obj and export that way.
Yeah exporting the low poly with the plug in, checked in the viewer and the cage is showing as I am seeing it in max.
I do have a mistmatch between which way y is being interpretted but am leaving xoliul shader to flip the green channel at the moment.
I haven't tried exporting the high using the plugin, which I have just done and I got the bake I would expect. I couldn't understand why the obj exports were not working when they were the same model so I reset the xforms of the high models and re-exported. This fixed the problem.
Slighlty confusing as to why a reset wasn't required for the high poly using the xnormal plugin or max's render to texture. Can anyone shed light on this?