Hi Polycount,
Using XNormal to bake a Normal map, but I'm getting some horrifying smoothing errors and I don't know what's causing them.
- My cage on the low poly mesh looks fine. Everything should be triangulated correctly.
- UVs look fine to me.
- Normals look fine on the High and Low poly.
- Test bakes in 3DS Max look OK to me. Never great bakes but they're showing no errors
High Poly and Low Poly:
What XNormal has spat out for me:
What 3DS Max produced (just a 1k test render to error check):
I've uploaded the FBX objects to
Sendspace
NOTE: For some reason they export with the "OpenSubDiv" modifier. You can just delete that modifier from the stack when you import and apply a Turbosmooth
The topology for the high poly is a bit all over the place but it smooths correctly :P
Any advice/help is much appreciated as always.
Thanks!
Replies
I have the low but not the high - good shout. I'll give that a go now
Never look at a normal map in 2D to diagnose problems, apply it to your mesh and see what it actually looks like.
I've got padding set to 8 at the moment. I've fixed most of the stuff. The remaining issues are where the UVs have just skewed for some odd reason - presumably because there were normal errors.
I've got it open in Marmoset too (awesome work on that by the way!) Not solely relying on the 2D as that would be difficult to see in context
Also this thread may help with skewing issues: http://www.polycount.com/forum/showthread.php?t=147227
Just a couple of little issues left:
The octagon shape with the circlular extrusion might need a few more sides to help smooth it nicely.
Couple of smoothing errors here - probably smoothing groups or too little geometry?