Hey folks, posted this on my
3D thread, but thought I might get more specific help here. I am having two issues with my bake in Xnormal. The first:
1. I am trying to bake out half of a mirrored mesh, but am getting a seam down the center of the mirrored edge.
I have the UVs for the reflected section of the mesh moved to the right of the 0,1 UV space so that is doesn't interfere with the bake, and have adjusted the cage in Xnormal to encapsulate both meshes.
2. On the roller section, I am getting strange bake results on the cap of the cylinder. I've inserted an inner ring to try to help, but am still getting junky results on the caps of the gear teeth and the edges.
Any insight into either of these issues is much appreciated!
Replies
The problems on the roller are occurring because you didn't triangulate before you baked. Put a triangulate modifier on your modifier stack and export your lowpoly to Xnormal and your render engine and bake again, and those should go away.
Certain apps like Maya actually change the mesh normals when you triangulate too, which as to be account for in some way, either triangulating before baking or locking normals before triangulating.