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Blurry normal maps baked in mudbox

polycounter lvl 10
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Onnimra polycounter lvl 10
Hi all, I'm modeling a rifle and it's also time to bake normals but I'm having some problems with it.
I tried to bake the normals in both mudbox and topogun (I didn't use xnormal or maya because the HP comes from ZBrush and it has way too many polygons).

So, the problem is this:
Mudbox
mdbnorm.jpg

mudboxseam.jpg

Topogun:
tpgnorm.jpg

topogunseam.jpg

In mudbox I get no seam but blurry details while in topogun I get a nice and clean detail but a terrible seam.

Since the model is supposed to be fine (I'm never 100% sure about it) with hard edges along the UV borders and soft edges for the other edges, I thought that the problem could be fixed without modifying the lowpoly mesh.
I thought to try fixing the mudbox issue since I got no seam in there, but I leave the last word to you (and the working method).
Thanks!!

Replies

  • C86G
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    C86G greentooth
    Looks like lack of anti aliasing.

    Btw, xNormal can handle huge amounts of polies. And if your subtools are still to high, use deciamtion master, bring it to xNormal, check 4x AA and bake. You will get nice results.
  • Onnimra
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    Onnimra polycounter lvl 10
    Thanks for the reply man!
    At first I said that about xnormal because my HP made it crash. I decimated the HP as you said though, and it worked just fine!

    xnormalstocknorm.jpg

    After I've done that though, I tried to bake the normal again in mudbox but with a 8k resolution (4k failed too before)... I never tried baking at a resolution as high as that, and guess what? The normal map looked perfect and lowering the resolution to 2k made it look just as the xnormal one.

    Thank you!
  • C86G
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    C86G greentooth
    Glad I could help :)
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