Hello! I'm an experienced Maya/ZBrush artist, but new to the awesome, can't believe I just discovered it, xNormal + dDo workflow. Probably missing something that's really simple... or what I'm trying to do just isn't possible.
Here's the problem... *shrug* I modeled a shield with many different parts (wooden planks, metal rim, bolts, etc.)
I have my LP Mesh:
HP Polypainted Mesh:
UVs of LP Mesh:
After merging the objects in Maya & ZBrush, I export to OBJs and also create a cage from my LP mesh to be slightly larger than my HP mesh. When I bake out any map from xNormal, I get overlapping pieces on any map I try to bake.
It's easier to see the problem on the normal and vertex color maps. The pink bolts on the left have outlines on the blue metal rim. Same goes for the purple arrowheads on the orange wood planks.
Normal, Occ, and Vertex Color maps
I'm sure there's a stupid easy solution to this. I've been trying to wrap my head around this for days playing with settings in xNormal. Do I have to bake these normals separately? For each piece?????
Thanks in advance!
Replies
But TBH I think you should reconsider your low poly and make it one piece, since nothing really deviates too much from the shield shape.
But in this case just start from scratch and make the wooden planks / center piece all made from a single cylinder?
Thanks m4dcow
Well would could bake separately like you say, but this would require combining all the bakes in photoshop every time you need to re bake. I think the Substance Designer 5's baking system is adding something I suspect to automate this sort of thing, ie: combine separate bakes and hopefully when xNormal 4 is released it has a solution to make this easier also.
Exploding is like those technical diagrams of machinery that show how everything fits together, so you don't have issues with clipping projections. Benefit is you don't have to combine maps in photoshop after baking.
I also believe Max has something with material ids where if you assign a particular material id to a corresponding high and low poly pair, it won't pickup from another corresponding set. Not too sure how it works under the hood, plus I use Maya so I don't really have much experience with it.
And yes the AO would still be baked with all the meshes together, in some more complex cases with intersecting geometry, it requires combining a high poly bake with a low poly.
You should rarely/never combine multiple bakes in photoshop for a single object. That is bad practice.
Even if I model as a single piece, I'll still have to explode the mesh because of the handles on the back. (didn't post it earlier)
Will let you guys know how it turns out later tonight