Hey folks,
So I've been working in this game character and I wanted to have a quick look how thins are going so I decided to generate the normal map.
I started with zbrush to build the high poly, then Maya to make the retopology and Headus UvLayout to create the UV'S. After everything set, I used Xnormal to generate the normal map and the result is a problem.
Any idea?
Cheers
Replies
Thanks for replying.
How can I exactly do that? Sorry
I applied the Soften edge to the entire mesh and it might have helped. Althought, need to test the Harden Edge along the Uv seams.
Thanks a lot!
Considering this low poly head of your character, it could be just smooth all over. Because there most likely isn't polygonal angles smaller than 90 degrees or greater than 270 degrees.
That explains a lot of things.
Really appreciate your replies!
Now I have other concerns about the UV tiles. My character at this stage is divided in 3 pieces ( Head- Body armor- clothes). Each part has its own UV tile unwrapped so I decided to start texturing in Mudbox. In the meanwhile I realized that, later on importing in the game engine, I will need to "combine" the 3 parts together and by that the UV tiles from each part will overlap. Because I didn't organized the 3 UV tiles together, Am I going to need to paint over again the textures?
Cheers
As for the question in your last post, I´m assuming you´re calling UV "tiles" what others call UV sets, right? If you have 3 different UV sets in one mesh, just assign different materials to each UV set and export it as a FBX to the game engine/renderer...Most apps nowadays can read the materials inside the FBX, so that way you can apply different materials to each part
And if I want to rigg the 3 pieces?