Hello everyone, I'm somewhat new to the game asset creation pipeline and was wondering if anyone had any tips when it comes to baking normal maps in Xnormal from hi-poly character/creature meshes.
I was aiming for decently low rez with my LP which means when viewing the meshes on top of each-other there's a good bit of the high poly that is peaking out through it, meaning I need to extrude my cage out by a large amount to fully encompass everything. This though then makes problems with cage overlap in certain areas.
I was testing bakes out with this creature's head and I can get okay results if I spend a lot of time fiddling with the cage, but I'm still getting artifacts. Extruding it without any editing is obviously worse.
Xnormal's controls for cage editing are kind of limited, is there a better program for making cages (in maya maybe?) and if so what's the best method? Or am I doing something else wrong?
Was also wondering if you can export the cage out of Xnormal to take it elsewhere for further editing.
Thanks in advance
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Sometimes it's necessary to get in there and tweak individual components of the cage so every part of your HP is encapsulated. But if you don't intend on changing your low poly's topology then you only have to do it once, even if you need to go back later and move the UVs around.
Personally I don't use xNormal to generate my cage. Instead I use Maya's Transform Component tool.
I dunno about exporting the cage you setup in xnormal though. Would assume not.
Haven't used the transform component tool before, does it work similarly or is it simply just pushing and pulling verts around?
In most cases, smoothing groups (or hard/soft edges in Maya) should match your UV islands. This means all the edges on the inside of your UVs should be soft, and all the edges along a UV seam should be hard. There are exceptions, but I think if you are just starting to understand their role in baking normal maps, it's a good rule of thumb to follow.
This refers specifically to the normal map projection (the angle at which the rays are cast). As other say, if you have a smoothing group/hard edge, you need to split your uvs there as well, as covered in the hard edge thread which is stickied.