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Normal Map Help

polycounter lvl 6
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Reyne polycounter lvl 6
Hey Guys,

I am working on an item for Dota 2 and I have run into some issues

NormalProblem_zpsa5c1ffae.jpg

With experimentation i have solved most of the issues in the bake except for the one I have the biggest issue with: The pinching near the 'tip' of the sword. I have tried varying the topology and I have tried separating the blade into a range of smoothing groups but I cant seem to get rid of the wavy/pinching effect.

I suspect it has to do with the topology of my low poly mesh but I can't seem to find a way of modelling it that does not result in the waviness seen in this image.

I've been struggling with it for over a day now and I just can't figure it out. So any help would be greatly appreciated.

Replies

  • BARDLER
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    BARDLER polycounter lvl 12
    Did you triangulate before you baked? Also how did you set up your smoothing groups?
  • Reyne
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    Reyne polycounter lvl 6
    I have tried manually triangulating and baking in 3ds Max and I have also used the automatic triangulation created in an .obj export to bake in Xnormal.

    As for smoothing groups I've tried several things:

    I always separate the area 'inside' the blade and I have experimented with separating the flat surface of the blade from the 'sharp' surface of the blade. (I have a different smoothing group on the top and bottom version of the 'sharp bit).
  • odium
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    odium polycounter lvl 18
    Make sure those smoothing groups are split. Theres a few places on your mesh you can split realy nicely, for example anywhere theres a natural seam on your texture anyway.

    Most of all, make sure that your UV islands of both sides are offset by 1 on the uv map. It doesn't look like it is, and looks like the front/back sides are welded together. Thats whats causing your odd smoothing there. So in short, yeah, its your smoothing groups.
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