Hey folks,
I'm working in Maya (2014) and baking normals in xNormal - when I create my cage, I use the Move Component tool to inflate the mesh etc. When I do that, it appears to reorder vert numbers or some such thing, because xNormal tells me my cage doesn't match the low res. If I kick the cage out without inflating it with the move component tool, it works fine. Moving verts with the Move Component tool changes something.
If I triangulate the low res, create a cage from that, and then use the move component tool it works fine.
But I would like to be able to create my cages and bake without always triangulating everything etc. (which I know is the theoretical ideal etc.)
Any suggestions would be cool. Possibly different export types, or somehow using blendshapes to trick Maya or whatever?
Any help is appreciated.
Replies
To guarantee you don't get any artifacts in your bakes, you should always triangulate before making your cage.
That said, triangulation shouldn't be an issue if you do one of the following:
But keep in mind, the normal map might not look as good on the non-triangulated mesh, if it's auto-triangulation is different than the meshes you baked with.
I'm aware of everything you've mentioned - I was just hoping there was some sort of Maya voodoo or trickery that I could use to keep the vert orders constant, or perhaps, reassigned if they do get changed.