Im trying to bake a normal map in Xnormal, and I am getting this result.
Why is xnormal creating distortion around where the meshes intersect? Are intersecting meshes not allowed while baking in Xnormal? Im rendering in modo 701
I maxed out the antialiasing and bumped it up to 4k. I did however keep seperate objects. The pixelation in the maps is now at a minimum. Looks great now, thanks Quack!
Replies
Also make sure that your uv shells are aligned horizontall or vertically to make the aliasing less extreme.
With that said, your normals will come out looking a bit cleaner if you weld the mesh together as 1 contiguous object.