Hello everyone. I'm having trouble baking normal maps. This time it's simply in one specific application. Whenever I get black edges I snap my fingers and say "ah, I bet I forgot to split the UV's." However there was no snapping to be had and the edges were still as black as ever. I go down my usual checklist compiled from my studies of the Polycount wiki, the "Making Me Hard" thread and post I have made in the past. Edges are split, hardened, merged instances, cleared history, etc.
Once everything on the checklist has been crossed off I decided to open up xNormal to see if the maps baked ok in that program. Sure enough it did. This means I'm doing everything right (at least in theory) and there is some step in the SD application that I'm missing. Do any of you guys know what that may be? I tried using both an FBX and OBJ on this very simple mesh. The settings are very straight forward and I can't imagine where that one magic switch could be hiding.
Replies
In Maya you can go to your mesh's shape properties under the Tangent Space dropdown and change it to "Left Handed" which inverts the green channel (Y-).
I know you're new to this forum but please make sure that if you post on a thread that is 3 years old can you add something relevant to the discussion.
I'm sure Eric is going to poke his head in here at some point and remind you to check out the rules. Please do.