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Normal intersect distortion

Im trying to bake a normal map in Xnormal, and I am getting this result.

Wv9py0l.jpg

Why is xnormal creating distortion around where the meshes intersect? Are intersecting meshes not allowed while baking in Xnormal? Im rendering in modo 701

Replies

  • Quack!
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    Quack! polycounter lvl 17
    This looks like a combination of very low resolution and poor filtering. Is anti-aliasing on in xNormal?

    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.
  • axxic3
    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!
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