My cage covers the model pretty well. Why is the mesh picking up multiple parts of the HP source? I feel like I did everything right but clearly I'm missing something. I reread EQ's thread multiple times and It's still not working as intended.
I am also using the latest version of xNormal
Reference:
http://www.polycount.com/forum/showthread.php?t=107196
Replies
- Check that you're exporting the high and low poly mesh from the same position in the world. Usually I export both from 0,0,0
- Go through the objects and check that your Normals are the right way around (I.E. that no polygons are flipped upside down.)
- Check that you've not overlapped the wrong UVs by mistake, or offset them incorrectly. When you offset UVs for baking it should be by 1.
- Check your cage for errors - is it overlapping the wrong objects?
- Reload your high poly and low poly back intp XNormal - just to make sure it's baking the right files. Ensure 'use cage' is checked.
Below: grey = high poly, red = cage
You just need to extend your cage out further in the areas to cover your high poly and that problem will resolve.