Home Technical Talk

xNormal distorted normals

I have been working on a weapon.
I blocked it out in 3dsMax, exported it as an .obj to zbrush and modeled the high res Weapon.
Now i have made a LowPoly version of the gun so i can bake normals (using xnormal) on it.
But it seems the normals are completly distorted. The Sheels are kinda connected, even if its not visible in the UVs.
I only discovered two things:
First is that if i export the blockout i made in 3DsMax as a .fbx, it shows some similar distortions.
Second if i try to make the maps in maya i don't get those connections between the shells. (Maya will crash if i try to render the normals out of that gun in maya)

I have attached an IMAGE with following content:
-the high-res model in zBrush
-a part of the high-res exported as an .obj into maya
-the .fbx blockout from 3DsMax in Maya
-the baked normals
-and the Uvs (here you can see, that the connections on the normal Map should be impossible)


I have never seen something weird like this. I have spend a lot of time on this, so please help me.

Replies

  • GRASBOCK
    AWESOME!!!! I GOT IT WORKING! Last Night i got an idea what the problem could be.
    Apparently some invisible Faces which were not even visible in the UVs were in my model. Well, I fixed it by using Mayas Cleanup (with all the remove geometry settings on edges with zero length). Just for the future, so people like me who get frustrated on seeing something like that.
  • GRASBOCK
    I have found the real reason. The reason why it is distorted is not because it is holding another model in itself. It is because Parts of the Mesh aren't layed out. For some reason it happened to me.
    The reason for a distortion like that is just, that parts of the mesh haven't been Layed Out.
Sign In or Register to comment.