Hi All
I`m trying to convert an hifi amp object in xnormal and i cant seem to get decent results.
I`ve uploaded 3 images. The first is done in xnormal without a cage, and its missing details like the logo and head phone jacks.
The second image is with a cage i created. That has those missing details but the inserts where the volume dials have turned into moon crescents.
The third image is a maya transfer which seems to be the best. But wondering why I cant get it to work in xnormal?
Any ideas?
Thanks
Replies
The skewing issue is covered here: http://www.polycount.com/forum/showthread.php?t=147227
and here: http://www.polycount.com/forum/showthread.php?t=81154
You should probably look into some basic normal map tutorials as well.
The normal map is missing parts of the round shapes. The high-poly model is probably not built well for normal map baking.
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Modeling_The_High-Poly_Mesh
There are large gradients across the normal map. This will cause shading artifacts when the normal map is compressed in a game engine.
You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
The bake does not have anti-aliasing enabled, so we see jagged edges in the normal map.
http://wiki.polycount.com/wiki/Texture_Baking#Anti-Aliasing
There are skewed details in the normal map. The low-poly model is probably not modeled well for baking.
Understanding averaged normals and ray projection/Who put waviness in my normal map?
Also I see some long triangles in the normal map. This could be from duplicate overlapping surfaces in the high-poly model, or some other wonkiness there, check the model carefully. It could also be overlapping UVs in the low-poly model. http://wiki.polycount.com/wiki/Texture_Baking#UV_Coordinates