Hello everyone. Another quick question.
I am trying to bake my character's textures at XNormal. It has around 20 different pieces ( Eyes, clothes, armour) . I am listing both high and low poly meshes properly in XNromal's High Definiton and Low Definiton mesh parts.
So far XNormal just bakes them like they are close to each other so the texture that comes out is a mess. Like A flower near the head of the character also bakes pink into hair.
So XNormal can't bake multiple files into a single UV I guess ? We have to combie them all in Photoshop ?
The bake settings:
Edge Padding: 3
Bucket Sİze: 16
Closest hit if ray fails: True
Discard BAck Faces hits: True
Anti Alias: 4x
Oh I also use "Ray Distance Calculator" at Tools before baking
Thanks everyone.
Replies
Posting your result would probably help to see what you're doing wrong.
UV's are just fine.
I am just using " Ray Distance Calculator" in the Tools section. Is it wrong ?
As you can see it is just like.... as if you are baking it in 3dsMax without seperatng them so parts that are close to each other bakes on each other.
You should try setting them to lower values, it looks like they are too high for many areas.
So I hve never did hat before. I'll try and post the result. Do you have a suggestion as to what degree should I begin with ? Like 0.45 maybe ?
How do you do adjust these numbers Bal ?
Also it's highly recommended to use a cage model for baking. Ray distance method might give you bad results especially when you have to manage multiple chunks. Cage model defines the length and direction of the rays to be casted on the mesh, it gives better control on your model than ray casting.
This may be a bit complicated, but I found it really nice to re-bake parts that needed tweaking without having to destroy my entire normal map PSD.