Hi,
I'm new to baking high poly with a cage and i'm having problem with x normal as you can see on this picture.
There are strange fucked pixels.
I don't understand because my low poly retopo is precise. Need your help guys.
What must i do ?
Thanks in advance.
Massimo
Replies
Looks like missing edge padding and missing AA.
Try the following:
- increase rendered texture size in xNormal
- add AA
If you still can´t get it right, I could check it for you on my machine and tell you what went wrong : )
Still have one problem. The normal map is inverted for the objects that were duplicated as symmetry
edit: OR flip the inverted/mirrored objects
The Duplicated/symmetry- object need to be flipped in your 3D app before baking if you cannot flip it in the shader.
I´ve had this problem many times and flipping the polys or inverting the channel always worked for me. Worked with Max, xNormal and Xoliul shader or 3Point shader.
2. check your AA settings in xNormal (set to 4x)
3. try not putting your supportive edge loops so close together. In Maya, if you put them to close together to get rid of gradient-- it almost act like a hard edge. As stated in other threads... ALL hard edges must also be border edges in UV space.
4. triangulate low poly before exporting
Here's a video from Hand Plane 3D that might help:
https://www.youtube.com/watch?v=ciXTyOOnBZQ
2. ResetXForm+Edit mesh+collapse before exporting in 3dsmax ( Freeze transformations + manual triangulate in Maya ). Seems the right half of your model has inverted normals.
3. Extrude a bit more the cage, specially if your model's radius is small. That will solve some ray tmin precision problems.
4. Try other mesh format ( SBM, OBJ, etc... ). Latest FBX is a bit buggy btw.
5. Don't forget to check in the "Use cage" option in the LP mesh slot.
I reached a good quality finally. In fact i went into the ray distance calculator and stoppped it immediately. Didn't waited as i did before .
i used sbm file type.
I don't understand why when i hit "use the cage" the resulted normal map i worst !
I don't understand how xnormal use the cage. Why can't we see the cage into the soft ... I feel blind ...
What do you mean by : "3. Extrude a bit more the cage, specially if your model's radius is small. That will solve some ray tmin precision problems." --> Do it mean : "Increase maximum frontal distance ?"
Thnaks in advance
The cage works in this simple way: rays are fired from the cage to "inside", so you only need to extrude the cage ( or move its vertices ) until it covers completely the high-res mesh. As simple as that.
Once you're done, press the "Save meshes" button and answer YES to the dialog box. Exit the 3D viewer and render. Voil
I'm doing an art test for a big studio. The test is quiete complicated and i start to be late.
You help is ultimately good for me !
Edit : Just found how to export ... Was really easy in fact ... press export button inside the modifier ...