Hi
Im trying to extract a normal map from a highpoly mesh i have made of a rock. I decreased polycount in meshlab to about 1000, then i unwrapped it in Roadkill. The normal map i get from xNormal is somewhat distorted, looks like a warp hole ^^...
Anyways, here are some pictures.
Replies
Also I would use way less uv seams for this.
have 3 meshes(LP,HP,cage)
LP is UV mapped
and the result
need help to find what I am doing wrong...
If you mean they need to be the same size i think i have found the problem. I did resize it in 3Ds max to make it easier to work on.