Ok so, when ever i try and create a normal map with Xnormal, i get these weird artifacts on my UV. I have no idea what's causing this. when i try with my other model, i get non of it at all. does anyone know what the cause of this is?
No, but I'm guessing I should right, my whole process Is uv mapping one side in Zbrush, exporting that out, then having a full high poly model then exporting that out (this one isn't Uv'd). then just baking it down. I'm not entirely sure how to use cages if i'm honest.
Cages are pretty simple to make. They are derived from your low poly model. In Max, you can use a Push modifier; in Maya you can use Edit Mesh > Transform Component and pull out from Z. You want your cage to fully encapsulate your high poly and only go out as far as you need to cover your HP. You can also tweak individual areas that don't quite get covered.
To apply a cage in xNormal, just right click on your loaded low poly mesh and choose Browse External Cage File and choose the cage you made. You should see an improvement in your bakes.
You dont have to make a cage, you could use the ray distance calculator in the tools section. That and use blocker files, which are planes, generally used on the fingers to stop these kind of ray casting errors.
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So should i decrease the ray distance and see if that works?
No, but I'm guessing I should right, my whole process Is uv mapping one side in Zbrush, exporting that out, then having a full high poly model then exporting that out (this one isn't Uv'd). then just baking it down. I'm not entirely sure how to use cages if i'm honest.
To apply a cage in xNormal, just right click on your loaded low poly mesh and choose Browse External Cage File and choose the cage you made. You should see an improvement in your bakes.