Hey guys. Was hoping someone could help me out here.
Been using Xnormal for the first time. I've imported an obj for my low poly and an obj for my high poly.
I grabbed the low poly's verts, scaled them out along their normal and used that for a cage in xnormal. Here's the bake I get using the cage:
and here is without the cage:
Everything seems to bake alright except for the holes along the side when I use the cage. When I don't use the cage, they bake perfect, but then the grip at the bottom doesn't bake properly, and some of the edges throughout the model aren't as nice.
There's also this little part that bakes like this with a cage:
but without a cage it looks better:
Would it be best to just use NDO to add the holes on the side and the indent in those last pics?
Any help on what I'm doing wrong would be great.
Replies
http://www.polycount.com/forum/showthread.php?t=81154
see the "skewed detail" for a better explanation
And here is a solution
[ame]https://www.youtube.com/watch?v=NRNL_21Ee_w[/ame]
I'm not sure I like that method though. Seems like it could be pretty wasteful. nDo seems like a better approach.
On a side note is this all one piece? If not are you exploding the mesh for baking? Are you assigning smoothing groups correctly, if at all?
There are so many factors in getting a perfect bake.
Good xNormal info:
http://docs.cryengine.com/display/SDKDOC2/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal#AmbientOcclusionandNormalmapbakeusingXnormal-HowtousexNormalfornormalmapbakesandgettingthebestresults
Normal Map info and rules: (dont skip this thinking you know it all)
[ame]https://www.youtube.com/watch?v=ciXTyOOnBZQ[/ame]
P.S.And you dont need this ^^ software, they just explain stuff a lot of people bypass/ignor/simply just dont know.
Let me know if something isn't clear! Hope it helps!
If you don't want to add extra geometry to the final mesh, you can create a copy, add the loops/cuts, bake an object space map, and then convert object space to tangent space with handplane.
Though honestly, correcting bake errors shouldn't add a significant enough amount of geometry to make a difference when it comes to performance. Often, the extra geometry can be used to give the model a better silhouette, and other times, you just need to cut in a couple verts rather than a full loop.
You can see there's still a bit of skewing. Is it something you can get perfect? Or do you just try to get it close enough?
Here's the result baking without the cage:
thanks.
Got the high poly and low poly in it. Forgot to put the cage in, but i was just exporting a version of the low where I'd grabbed all the verts and moved them out a bit along their normal.
http://www.mediafire.com/download/rr3d8mc93mimia3/AmmoClip.rar
Lemme know ya results.
1. setting the faces you didn't want distorted to have custom normals. Results had projection errors.
2. Same as 1. but averaged the cage. Results had projection errors.
3. Tried to split uv groups and back and then merge. It completely fixed the projection, but caused errors on the seams like number 3 in the second example.
Ah, thanks for trying anyway. For the errors that were on the side I just kept those extra supporting verts like Earthquake suggested earlier and added a single vert in the middle for the little detail on the back.
This gun is probably going to be first person, but yeah, I'll go back and soften all the edges on the high poly before I bake. I can never seem to figure out just how soft they should be.
Ah ok. Thanks for the tips. I'll keep this in mind when I'm finalizing the high poly for this.