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Shading Errors with Normal map

polycounter lvl 10
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AdvisableRobin polycounter lvl 10
Hey guys and gals, been a lurker for some time now but that comes to an end today because I have hit a wall and need help understanding my problem.

So I am currently trying to bake out a normal map and I am getting strange shading errors. I am using Maya for the models and xNormal for the baking. I should be using an average projection as I export a cage to use and I have UV splits where I have hard edges

I really just don't understand what is going on and would really appreciate if someone could give me a hand.

Zd1eSWa.png
U6X4eaI.png

The areas on the map are circled, there are a few more and while they're not all noticeable I would much rather solve the root of the problem.
CeGOTXQ.jpg

Replies

  • fatihG_
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    fatihG_ polycounter lvl 14
    Did you triangulate your model before baking?

    Your modelling app and your baker might have triangulated it differently.
  • Neox
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    Neox godlike master sticky
    also maya and xnormal are not synced,vtry baking as objectspace and convert it to maya tangentspace with handplane3d
  • AdvisableRobin
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    AdvisableRobin polycounter lvl 10
    So, I was exporting a triangulated model to bake, but when I applied my map the models were not triangulated yet. If I triangulate them in Maya and then apply my map all the errors go away. I don't really understand why that is the case though. Is it safe to assume that the issue is because my low poly for baking was triangulated and my display model was not?
  • Bal
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    Bal polycounter lvl 17
    Triangulating in Maya changes the shading (you can see if you compare the vertex-normals before and after), but you need to triangulate or the result could be even worse. Ideally before baking outside of Maya you want to lock your vertex normals, and then triangulate.

    Not sure if that's your problem here though, I'd second Neox's suggestions if you continue to have problems.
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