Hey poly people,
I'm getting weird inverted looking normal maps from xNormal?
I had this problem not long ago and worked around it using Maya to bake, figured xNormal just didn't like my model. It's happening again with another model though and again Maya bakes fine.
Anyone know If I'm just overlooking a setting or something? I'm sure Maya uses x+ y+ z+ coordinates right? Changing to -Y didn't help.
The bottom images are from xNormal, you can see the error mostly on the pommel.
It's a pain because xNormal is much faster and I could do with using that instead.
Any help is likly to stop me going crazy :poly142:
Replies
I also followed the Polycount wiki workflow for normals, Uv mapped the first half then mirrored the geo and moved the mirrored Uv's out of the 0,1 uv space.
I used a cage in xNormal to bake sorry forgot to add that in the first post.
In Xnormal, when you add the lowpoly model, are you setting it to use Exported Normals?