hey folks,
i baked a normal map for this model and am getting some visual artifacts, as you can see here:
It's doing something weird on the bottom across the line of symmetry too.
I followed this thread:
http://www.polycount.com/forum/showthread.php?t=107196
and this video:
https://www.youtube.com/watch?v=kGszEIT4Kww
First, I had the lowpoly on one smooth group and baked and the normal map was crap. I seperated all the UVs that had different smoothing group for hard edges in the lowpoly.
after I finished I offset the mirrored UVs 1 unit, and when I exploded for baking, after attaching all low poly objects, I reset the xForm on it before exporting it to xNormal and baked using a cage. and yet, it still looks like crap. better crap...but still crap.
edit: oh, and in xNormal normal map settings the y is -y. I'm using 3ds max with xoliulshader and tried flipping the y in max, but it doesn't look any better. in fact, I don't even know if it should be flipped or not they look nearly the same.
Replies
What version of Max? If its 2013 or 2014...then that is the problem. Autodesk made some changes to how tangents are handled in the viewport and basically made most dx shaders, including the xoliul shader, completely useless.
I did put it in marmoset and it looks loads better, but still has some black in the corners of the windows
The whole situation is a bit of a mess.
First off, most 3d apps/normal map bakers use slightly different math (bi-normals and tangents), so if you try to take a normal map baked in maya and render it in max (or vice versa) you'll get errors. Idealy you want your target app/engine to use the same math (generally called "synced tangents").
In the newest versions of Max, autodesk broke some stuff, which prevents correct display of normal maps in the viewport (offline rendering should work ok), previously you could use Xoulio's shader or 3point shader of accurate normals.
In Maya, if you use HQ viewport, the normal map accuracy is actually quite good (again, for maps baked inside of maya). Though in the recent versions, you want to turn off face weighted normals, as again, Autodesk adding new "features" and breaking stuff.
Toolbag 2, unlike other apps, supports multiple tangent spaces, so if you bake in Max, Maya, or Xnormal your normal maps will all look very good (Max and Maya slightly better, there is one issue we still have with the XN bakes).
You can also bake a tangent space map in any baker, and use handplane to convert it to a variety of tangent spaces.
Not a huge deal, but when I'm blocking out my materials, I like to separate my model in to different pieces depending on material. That way I can just play with sliders to quickly get acceptable RGB values for my varying maps before ever touching Photoshop, which can save me a ton of time. I could save a bit more time if I didn't have to go in and change the tangent basis for each mesh beforehand.
That's the problem with tangents, there's no standard what so ever.
All applications uses their own and some, like 3ds max and UDK, are a real pain in the arse sometimes
If you get problems I think handplane is your best bet, if you don't have your object space normals aviable you can always convert your tangent to object with xnormal. I havn't actually tried that last part, but I know the tool is there!
EDIT: Nevermind, I fixed it. When I reset the xForm it changed the position and it didnt line up with my cage and hi poly anymore.