I have complety hard problem with normal maps. I ve watched a lot of tutorials and i dont really get it right. I hope someone can help me
Normal map from max
http://imgur.com/rEi2K1Y&ylpxPgd#0
from x Normal
http://imgur.com/rEi2K1Y&ylpxPgd#1
Some of my thoughts and questions
I ve unwraped model in max, each uv iland( or island) dont know how you call it have their own smooting group 3 island - 3 smooting groups, then projection modyfier. i make cage and pick reference mesh then exportort to xnormal as sbm(low definition mesh). High definition mesh i exported before.
1) Why i have hugh difference between normal maps from xnormal and 3ds max
xNormal-high poly mesh notming modyfied low poly mesh use cage(selected) and use exported normals. Normal map option X+ Y- Z+
2)When i try in xNormal average normals, and calculate ray distance normap map is even worse
3) Does it matter to reset xForm before exporting to xNormal? I ve Nottice just small difference.
4)And in last how Andrew Smith recieve better result with 12 side cylinder than i with 18 sides?
http://imgur.com/juyJFqh
scene from max. low poly(red)146 poly( 18 side cylinder)
original tutorial from youtube
[ame="
http://www.youtube.com/watch?v=mbgWq4QElGc"][Asset Creation] Next Gen Barrel - YouTube[/ame]
Thanks from any kind of reply, and yes ive read polycount wikipedia before posting this thread.
Replies
I've before experienced trouble when baking normal maps in xnormal without a cage mesh
yep i tried like this, but look at the warning;