hey guys, i could really use your help with a problem i just encountered, because i can't find anything helpful googling so far.
I wanted to create a kris (kind of dagger) to use in UDK. so i created base mesh, made UV coordinates for it and imported it into zbrush. i subdivided it several times without smoothing to retain the general shape, and then subdivided it some more with smoothing. then i started sculpting detail onto it (the dagger is supposed to be very decorative). Then i baked normal maps in zbrush. i exported them and apllied them to my low poly inside 3ds max. im rendering in viewport with directx and the models have 3point shader applied. But a problem appeared. from what i understand, zbrush doesn't have smoothing groups. so the normal map it creates is supposed to work with faceted model. but using faceted meshes ingame is an absurd because of the skyrocketing vert count. so i tried applying smoothing groups, here are the results:
#1. hard edges are uv seams
#2. no smoothing groups at all. just like in zbrush
#3. one smoothing group for all polygons
here is normal map im using
and here is my hipoly in zbrush
So, i understand that the problem with distorted edges of the blade is probably caused by not matching low poly to high poly, and may be solved by tweaking them.
But, i have no idea how to change normal map that was baked for faceted model so it will work with mesh that has smoothing groups.
I really hope that you guys can help me
Replies
2)Don't bake normals in zburs! Use 3ds max or xNormal(free).
Please rad it, it will help:
http://wiki.polycount.com/NormalMap/
#1 re-uploaded pictures to another host, should be fine now.
#2 i can't use 3ds max nor xnormal, because the dagger i sculpted has a lot of detail and the mesh has around 10 million polygons, so it's waaay too big import into 3ds max or xnormal (zbrush is not able to produce .obj from such complicated tool)