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Squashed Normals

Okay, haven't been on thi in while. anyways, i have been making an ithaca m37 an have finished modelling s high poly model and i have optimised it (400,000+ tris down to just under 10,000). I merged the high poly model into the scene with the low poly model and applied a projection modifier to it. After sorting out the cage, baking it, creating a skylight for the ambient occlusion, etc etc.
my normal map and AO have come out like this:
M37_LowNormalsMap2.jpg

M37_LowCompleteMap.jpg


for some reason, i dont think they are meant to come out like that. :P

The finished model:
Render2.png


i am pretty new to this so any help/advice for the future would be apprectiated

Replies

  • beefaroni
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    beefaroni sublime tool
    What do the UVs look like?
  • FFQOTSA
  • Vailias
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    Vailias polycounter lvl 18
    Doesn't look like its projecting with the uv's at all. Consider double checking your projection setup to make sure its using the right mesh data as source and target.

    Alternatively, try something like xnormal for baking.
  • Valandar
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    Valandar polycounter lvl 18
    What ARE you using to bake, anyway? You don't tell us.
  • FFQOTSA
    okay thanks guys.
    im using 3ds max for everything. i used textools for mapping the uvs. with the projection modifier, i definitely selected the right objects to project from and to. i also did a few test renders at 1024 x 1024 and the maps came out fine, but as soon as i bumped them up to 2048 x 2048 they got quashed. i also changed the anti aliasin options so the AO map would work.

    vailias: just to clarify, i put the projection modifier on my low poly model, then selected 'pick from list' and selected all of the objects that make up my high poly model.
  • Noors
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    Noors greentooth
    Looks like a default flat projection. Are you sure you're on the right channel ?
    in RTT>mapping coordinates>use existing channel >whatever channel you've unfold on.
    Changing the resolution shouldn't have any impact, atleast never seen that...
  • FFQOTSA
    thanks again guys. i used xnormal this time and my maps came out better, though i still think im going to have to go and redo the low poly model again, as both the hi and lo do not line up correctly. :thumbup:

    Shotty_normals.jpg
  • EarthQuake
    Those max renders, you definitely messed up which uv channel to pull from, or you had the auto uv map thing turned on, go back and make sure to select the correct uv channel and it should be ok. It isn't squashed, its the wrong uv entirely.

    You don't need to redo your lowpoly model, you most likely just need to set up a cage.

    You may also want to set up an explode bake.
  • FFQOTSA
    well ive finished redoing the lo poly model and checked to see if they allign properly. they do. they allign much better than they did last time. im going to bake them tonight with xnormal and it should work. thanks for the help guys
  • .Wiki
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    .Wiki polycounter lvl 8
    FFQOTSA wrote: »
    well ive finished redoing the lo poly model and checked to see if they allign properly. they do. they allign much better than they did last time. im going to bake them tonight with xnormal and it should work. thanks for the help guys
    For those hard surface things its good to set up a cage mesh and export it into xNormal. Otherwise you would have ray misses in areas with hard edges.
    Earthquake suggested you to do an exploaded bake. This could get you rid of errors in your normal and occlusion maps and just takes a view object moves to set up.
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