Hey fellow peoples of poly count. I have run into some problems regarding a sword I am making.
heres the sketchfab for it:
https://sketchfab.com/show/fe4e65972ced4a3cbea5bc8113d4d5c0
Im getting weird "Black spots" on the edges of the middle part of my sword (check out the sketchfab and youll see.)
Attached is the normal map (ive circled what i think are possible problem areas)
Any help would be much appreciated. Thanks!!
Replies
It looks like there are projection issues on the bottom left area of this image (inside the hand guard area):
http://gyazo.com/0fa7c4baeab1ddc865933f1fa54f2ca5.png
The lighting errors across the hand guard are tangent basis or triangulation related (or both). Either way, evaluating shading errors in an engine other than your final target engine isn't particularly useful. Are you triangulating the model before baking?
jamesman: I used xnormal and baked a highpoly sculpt to a low poly. I made the low poly first if that matters.
Alec: Ill get that pic of the high/low poly tomorrow. I am not triangulating before baking.
Belkun: What is a cage and how do I use it? (still learning a lot hehe)
and I will definitely mirror the uv's.
Again, thanks so much for the replies.
Are you using xNormal to bake? You can create a cage by launching its 3D Viewer and doing a global extrusion. Alternatively, I do it using Maya, selecting all of the verts on the lowpoly mesh, setting the Move Tool axis to move along the Normals, and just pull everything until it covers the highpoly, then do some individual tweaks and stuff. You can set up the cage by right-clicking your lowpoly mesh on xNormal and selecting Browse external cage file.
I'd really recommend you to read more about normal maps here.
It is simple enough that a cage should not be required in xNormal. First either make it so the blade an hilt are separate, or export them separately. In xNormal go to Tools > Ray Distance Calculator. Click go and let it run 10 sec, and then stop it and copy the results. Once this is done bake your model
Edit: In the end you should really have a UV more like this, remember mostly, items only have a 256x2 limit.... mostly