Hey guys,
I just baked out a normal map from a high poly object onto a low poly model using XNormal. Suddenly, out of nowhere, XNormal renders this weird line in an area where there are no seams. I tried rebaking the maps from another PC, but the same problem exists. Please help. I uploaded the unwrap template to show where my seams are...
Here's the unwrap...
I am using Marmoset toolbag to view my maps here... The high poly model was sculpted in zbrush and the low poly retopo was done using the graphite tools in 3D Studio Max 2012.
Please help.
Thanks
Replies
The line is along an edge but that area does not have any seams, these sort of lines generally appear in the seam. The line runs throughout the model and does not follow any specific edge loops. I use the ray distance calculator in Xnormal. I let it calculate for couple of mins and then start baking the maps.
I would also recommend making a cage, as it can have a substantial effect on the quality of your bakes. I believe the Push modifier will make a cage pretty easily in Max.
I think so... I do not have a harsh angle in the area and I used plenty of polygons in the low poly to avoid hard edges. I'll delete unnecessary loops later to optimize the model for a game engine. Baking on an extreme low poly map directly brings the smoothing groups issues.
And I dont know how to import and use a cage in XNormal. I've been using the ray distance calculator utility all the time. Please tell me how to do that.
Export this version of your model. In xNormal, right click on your LP mesh, and choose "Browse External Cage File." You should get a prompt about making sure your vertex count is exact on both the cage and LP. From here, just click generate and your results should improve.
What app are you exporting your model from?
What does the normal map itself look like?
I am using 3D Studio Max for the model. The maps are baked from XNormal. The normal map doesnt have this line... weird. Great!! so now I discover the problem is not with the normal map. God help me!!
No effect, just the lighting info gets opposite (the positive areas look negative), the line still is in place.
Ok, so when you go to export your OBJ file from max, make sure "export normals" is turned on.
I just tried the normal map using Xoliul Shader in 3D Studio Max 2009 and the weird line is gone. I dont understand the problem. They say Marmoset is the best tool available for previewing game assets. And I personally like Toolbag for its unmatched post effects and user friendly interface...
Anyway, here's a screen cap.
No... just default 3DS MAx unwrap tools. That's all. But I dont understand why toolbag is creating such a huge problem...
This was my experience anyway. Hopefully someone with more experience using that program can narrow down your problem, or you could just try experimenting until you find the solution?
Have you tried re-exporting the OBJ with "export normals" enabled? In the GW:OBJ export options you should see:
Export Normals (or vertex normals, or mesh normals, don't have max installed on my laptop)
Export Texture Coordinates
Export Smoothing groups
etc
Marmoset Toolbag does not read smoothing groups, so you need to make sure export normals is checked.
If you're still having issues, send your normal map and OBJ to: earthqke@marmoset.co
If you're having issues specific to Marmoset Toolbag, please post in this thread: http://www.polycount.com/forum/showthread.php?t=74848 Someone may be able to find a solution for you, and at worst we can log the issue as a bug in internal bug system.