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Explanation for the normal result in these cirumstances

EDIT: I've come to realize the bake doesn't work in xNormal but it works fine in 3DS Max. I still have no idea what is going on as I've tried a different 1 island/1 smoothing group in xNormal and didn't get a good result either, but it worked when I did it in 3DS Max.

Hey guys, I have a question about the results I'm getting from a particular normal map. I have good bakes, but there is one situation where a bake just goes insane that I would like to understand the reasoning for.

Here is the model I'm working with:

QKMznXs.jpg

This doesn't demonstrate the problem, but I wanted to show you what I'm working with just so you have a frame of reference. Both of the low poly models have 6 faces. On the far left I have each face on its own UV island and 3 smoothing groups total. The one on the right is 1 island and 3 smoothing groups total.

The one on the right has a bit of a sharp edge since there isn't really a gradient there to smooth things out. The one on the far left looks better even though it has a few more verts.

My question is why I was getting the following normal map bake when I tried to use one island and one smoothing group total.

sibsfC0.jpg

And just for the hell of it here is the normal map with 1 island and separate smoothing groups that work correctly. (The one on the right).

KXa6tYb.jpg

I didn't bother taking any images of the one on the left on that original image since that is the one I'll use for what I'm making.

Anyway, I can't seem to find an explanation (that I understand) on why I get such a crazy result with one island and one smoothing group.

Replies

  • cw
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    cw polycounter lvl 17
    It is an interpolation issue of some kind. Check for splits in your mesh/unmerged edges if you're using maya.

    Are you using maya, xnormal?
  • mister_s
    cw wrote: »
    It is an interpolation issue of some kind. Check for splits in your mesh/unmerged edges if you're using maya.

    Are you using maya, xnormal?

    3DS and xnormal. The mesh doesn't have any splits/overlaps/unmerged verts or edges.
  • WarrenM
    That's all pretty much as expected. :) This video should sort you out:

    https://www.youtube.com/watch?v=ciXTyOOnBZQ

    This was one of the best 9 minutes I've spent as an artist. :) He lays it out perfectly.
  • mister_s
    WarrenM wrote: »
    That's all pretty much as expected. :) This video should sort you out:

    https://www.youtube.com/watch?v=ciXTyOOnBZQ

    This was one of the best 9 minutes I've spent as an artist. :) He lays it out perfectly.

    I appreciate you responding and linking the video. I don't mean for this to come out rude, but I don't think that is expected at all. I went ahead and did a bake inside 3DS instead of xNormal using 1 island and 1 smooth group and got a good bake (Image Below)

    qf0CvDP.jpg

    It seems its only xNormal that has that issue. I tried a fresh project and just made a cube with a inward bevel to see how it would react in xNormal and it gave me a bad bake with 1 island and 1 smoothing group. The same bake in 3DS gave me a good result.

    There has to be something here that I'm missing.

    (I'm using a cage when baking in xNormal and 3DS BTW. I believe that sort of bake has an specific term but I can't remember it at the moment.)
  • WarrenM
    You do have a point, the XNormal result looks broken in a way I can't explain!
  • mister_s
    Yeah, it's weird. I've tried different ways but I cannot get it to work right in xNormal. I'm sure I have to be doing something dumb and just don't realize it.
  • BARDLER
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    BARDLER polycounter lvl 12
    mister_s wrote: »
    I appreciate you responding and linking the video. I don't mean for this to come out rude, but I don't think that is expected at all. I went ahead and did a bake inside 3DS instead of xNormal using 1 island and 1 smooth group and got a good bake (Image Below)

    qf0CvDP.jpg

    Well that normal map isn't a good bake. The gradient will cause issues especially if the tangent space normals are not synced with the baking program and the engine. If you have a 6 sided object you need to have all the edges hard, and each face needs to be a separate UV chunk.

    Your original bake in xnormal looks like a problem with your cage or normals flipped somewhere.
  • Quack!
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    Quack! polycounter lvl 17
    The xnormal version is broken because there is an FBX version mismatch going on. Either update your FBX exporter or Update Xnormal, make sure that both versions work with each other, I have had that exact issue before.
  • cw
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    cw polycounter lvl 17
    you could try using xnormal's own sbm format and see if it gets rid of the problem.
  • Neox
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    Neox godlike master sticky
    thats max 2012 or higher, right?
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