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Normal map problem!

Hey there,

I've been making assets for a personal project for a couple of months now and so far I've encountered no issues, just some tweaking that needs doing. I'm getting ready to finish another asset but I've run into a problem. When I bake it in Xnormal, the normals look horrid and the AO doesn't bake at all on certain parts. Here's the high poly:

3ilxos6.jpg


And the low poly displaying the normal map (the UVs are unique for the purpose of correct AO baking, everything else will be condensed down toward the end)


ow9I0SD.jpg


I suppose I need not explain which parts are screwed up. Yikes.


All the normals are facing the right way and the cages are perfect, so I'm really not sure what the problem is. If anyone can help, it would be much appreciated!

Replies

  • Quack!
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    Quack! polycounter lvl 17
    If your cage is 'perfect', then have you tried resetting the xform on the high and low?

    Also the benefit of correct AO is not worth the wasted texture space of the UV's. You can generalize the AO on 1 or 2 duplicated cables and make it look 'good enough' and you could increase your texel density drastically, which is a better use of resources rather then the slight benefit of proper AO.
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