Hi there,
I modeled a simple grenade so that I could make a low-poly version and a high-poly version that I would then use to bake out a normal map.
I am using Maya and xNormal at the moment. I hope to use the Quixel Suite with this asset, as this is more of a learning exercise than anything else.
Right now I do not have much experience with xNormal and have run into an issue.
I started with a low-poly which I unwrapped. Then I added edge loops to reinforce the edges when I smoothed the model. So I duplicated the model with reinforced edge loops and applied a smooth to it. I then used that as the 'high-poly' and baked a normal map to the 'low-poly'. But as you can see once I apply the normal map it looks terrible.
I am not sure what caused this. I set the texture size to 2048x2048 with edge padding set to 16 and the bucket size set to 32. The renderer was set to 'Default bucket renderer'. And lastly the Antialising was set to 4x.
Any tips and advice would be greatly appreciated!
Replies
Did you split each hard and soft edges on differents uv islands?
Did you use a cage?
As for the UVs they are not as packed as they could be. I just wanted to get the model unwrapped quickly while minimizing stretching. I have attached a photo of the UV layout.
And lastly, I did use a cage. From what I have read the cage needs to have the same topology as the low poly mesh.
Again thank you for the help! I appreciate it!
Ah, And can you show us the Normal ?
-d3ltus
Link to meshes:
https://www.dropbox.com/sh/jm90nph45xpcyh2/AACZCx3ZL0YocMsJ9bCS746ia?dl=0
Got the .obj's uploaded. Here's the link:
https://www.dropbox.com/sh/jm90nph45xpcyh2/AACZCx3ZL0YocMsJ9bCS746ia?dl=0
Thanks again for the help!
Also, I'm not digging how you split the cap parts into separate UV shells
Also this was baked in modo. but should be fine in Xnormal etc. also your UV map like m4dcow pointed out is pretty rough. EDIT: Also i forgot to say, your edges ARE reeeeeally tight, this never bakes well.
Thanks for the help you guys! I will post new pics as I progress.