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Need help with normals / exploded bake

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
lpuv.jpg

Low poly + cage
lpcage.jpg

High Poly
51585799.jpg

UV + Ray miss
uvmiss.jpg

The beautiful result
normalmapped.jpg

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

  • Violet
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    Violet polycounter lvl 9
    Expand the cage slightly? Have you got the hi poly and lo poly meshes the right way round (ie, baking lo poly onto hi poly)?
    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.
  • JSpec
    Well it turns out I was baking without the hp piece I am showing here. I messed up the export of my object, silly mistake! I am not sure why it was getting hit with any rays at all since I had cages around everything else but at least I can move forward now. Thanks for the help.
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