Hey all, I have run into some normal mapping trouble with a model I am making. While I am getting these issues all over the model, here is a simple example of one of the cars headlights and the issue I am getting.
Low poly and UV
Low poly + cage
High Poly
UV + Ray miss
The beautiful result
So as far as I can tell, this is not an issue with my cage, but most likely something I am missing in the exploding process. It looks as though something is intersecting my meshes even though they are exploded. I have my car exploded using key frames. Everything is baked in xNormal by the way. Any ideas on why I would be getting results like this?
Replies
Also, those red artifacts equal 'ray miss check' in the options/setup menu in the render to texture menu for projection mapping. This shows where essentially the ray has missed due to folded projection cage. You can turn this off by unticking the tick box.