I have a problem with a rather ugly seam on my normal map, I am using 3ds max, mudbox and xnormal.
entire mesh has 1 smoothing group with the exception of the bottom of the hooves
Someone said I should use a cage in xnormal to get rid of the artifacts? how?
workflow
1 ) made the low poly in 3ds max (editable poly)
2 ) unwrapped it
3 ) exported as .obj from 3ds max
4 ) imported lowpoly .obj into mudbox
5 ) sculpted highpoly based on low poly
6 ) exported highpoly as .obj from mudbox
7 ) baked the normal in xnormal using the low and highpoly .obj's (has some artifacts, no idea how to fix it)
8 ) applied normal map in material in 3ds max
normal map seam (all channels normal)
normal map red and green flipped
wire on normal map
Replies
As for those artifacts, you can generate a cage inside xNormal using the 3D viewer.
but the smoothing groups confuse me a little ...
I added an extra "edit poly" modifier above my unwrap modifier in the stack and I assigned each island a different smoothing group, so no groups touch eachother with the same smoothing group (body = 1, legs = 2 should each island be unique as, in each leg their own unique group instead of all legs in smoothing group 2?), exported it to .obj. and rebaked it, but the issue still exists.
Isn't there an easy way to select the uv islands via the uvw modifier and assign smoothing groups there?
Guess I should't worry about the seam but just use the right tangent for the gameengine the model is for (cryengine 3)?
Link
yea, but I can't find the tool anywhere and the version of xnormal it works with isn't available on the site of xnormal.
Guess I 'll continue my quest on the crydev forums