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Xnormal baking issue - normal map

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).

normal%20map%20problem.jpg

Thanks

Replies

  • Wesley
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    Wesley polycounter lvl 14
    Hey Dan, I take it you're exporting the cage with your low-poly using the plugin right? Have you checked it in the 3D previewer to make sure that the cage is correct once in xNormal?

    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.
  • danfitchie
    Hi,

    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?
  • EarthQuake
    Make sure "tangent space" is clicked in the normal map options.
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