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Why is xNormal baking my mesh backwards

polycounter lvl 12
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daniellooartist polycounter lvl 12
Hello everyone. I don't know how to really describe this so I'll leave an image below. The normal map didn't pick up all the nice detail I added. This is because it's trying to bake the backside. It continues to bake the backside after I deleted it. Why is xNormal not baking it the right way. I'm trying to project the stone onto a simple plane. It literally can not get more simplistic than this and I'm running out of things to suspect. It doesn't get any simpler than this yet something is wrong.

I have read the wiki and the EQ document. I have checked the normals and the scale values. All scales are positive and all normals are facing the right way.

iNVlooJ.jpg

Replies

  • Bartalon
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    Bartalon polycounter lvl 12
    Check to see if your UVs aren't flipped vertically or something. Looks like that might be the case. This could have been caused by doing a UV projection from one axis then rotating the plane later.
  • daniellooartist
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    daniellooartist polycounter lvl 12
    gotcha. It fixed that issue. However none of the nice noise i sculpted into the rock is showing up. This is probably because it looked good with the matcap on. Any good preveiw matcaps you guys use?
  • Lamont
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    Lamont polycounter lvl 16
    gotcha. It fixed that issue. However none of the nice noise i sculpted into the rock is showing up. This is probably because it looked good with the matcap on. Any good preveiw matcaps you guys use?
    Or did you apply the noise to the surface before you exported?
  • Joopson
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    Joopson quad damage
    I used to complain about muddy details when baking a high from zbrush; it turns out that, in xnormal, changing the high mesh's smooth normals settings from "Use imported normals" to "harden normals" makes everything a lot sharper.

    This only works for really high poly meshes from zbrush, but it'll crispen the details, and I always make sure to do it.
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