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Zbrush to Xnormal baking issues

samifira
polycounter lvl 11
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samifira polycounter lvl 11
Hey guys,

I'm trying to bake a highpoly to low poly in XNormal. The results are mostly acceptable but there are a few major problem areas with it that I can't find a conclusive solution to online.

Here's the screenshot:

sgv5ujS.png

There are some pretty clear issues with bending on edges in 2 places. Not sure why these are appearing in only those 2 places since there are 4 other basically identical places where they aren't appearing.

Then there are similar issues in another location.

Finally, there's another problem area but it's just because of overlap for a bunch of different faces but I know how to fix that.

Anyone know why this is happening and what I can do to fix it?

Cheers.

Replies

  • EarthQuake
    It looks like the top two areas you've are standard pixel padding, nothing at all to worry about (pixel padding is good). What does the normal map actually look like on the mesh in 3d? Generally its pointless to look at a 2d normal map and try to point out "errors", you've gotta look at applied to the actual mesh.

    For overlapping/mirrored uvs, offset the overlapping chunks exactly 1 unit in UV space.

    Shots of the high, low, and textured low would be helpful.
  • samifira
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    samifira polycounter lvl 11
    Hey thanks for the feedback. I figured out what was causing my problems. It was something to do with the low polys normals. Shoulda guessed that was it. As I've fixed it now I can't get a screen but essentially there would be deep shadows in the wrong places on the model. Thanks for the response though.
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