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Fantastic question about baking mirrored details!

Hear ye, and behold yet another 3D pipeline issue!

Lm35UZf.png

As you can see, the high-res mesh I am baking has non-detailed spots where the corresponding UV islands are stacked, so that in theory Xnormal will render the details from the high-res to both parts of the low-poly (All in the name of saving UV space). This clearly works to some degree, as you can see between the different texture map comparisons for the same UV islands. The issue seems to be that XNormal doesn't know how to decide what parts of the high-res mesh to render for the stacked UVs on certain texture maps.

Some texture maps render fine (the curvature), some ALMOST fine (the normals + AO), and the cavity map is missing entire chunks.

Any ideas on how to remedy this issue? When I baked the normal map in 3DS Max it picked up and assigned the details properly...

Bit of a tricky one I think...

Replies

  • Farfarer
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    Farfarer polycounter lvl 17
    Move the polygons you don't want to bake from 1 UV unit to the side (it can be anywhere, so long as it's a whole round number).
  • Adrian Pieroni
    What I had done originally was overlapped the UV's and scaled their vertices together so they were perfectly aligned. I don't understand how moving the UV shells that are assigned to the blank parts of the high-resolution mesh will allow Xnormal to pick which part of the high-res to assign details from.

    I did however figure out a simple fix. For the bake only, I deleted the faces of the low-poly + cage that I didn't want to pull details from the high-res. So straight forward in retrospect.
  • m4dcow
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    m4dcow interpolator
    Baking is only done into 0-1 UV space, but the texture repeats so offsetting by 1 or some integer ensure that those polygons are not used for projection but it does use the same part if the texture.
  • Adrian Pieroni
    m4dcow wrote: »
    Baking is only done into 0-1 UV space, but the texture repeats so offsetting by 1 or some integer ensure that those polygons are not used for projection but it does use the same part if the texture.

    Oh, I understand, that's even easier then. Thanks a lot!
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