I am working on a project using MODO and its a really nice software to work with, everything was OK(almost everything) until I got this bad normal map result running Xnormal
The first image is my HighPoly. I am pretty confident that there is no problem about meshes positions, my smoothing groups are correct(at least the way I splitted them) and I export by xnormal MAYA plugin, its pretty much the same workflow that I've been using lately, only difference is MODO. So, Does MODO have a different Tangent Space ?? Those exports between apps could cause some issues ???
I also tried enlarge my UV shells and nothing changed, any ideias ???
Replies
Topic on Skewing - http://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details
Despite having many 90 degree changes across the middle cylindrical section (top right in the UV sheet) you can see that causes no issues with the bake itself.
The problems come from the topology being very different from high to low and not having enough geometry to control potential skewing. Alternatively you can have problems from the fact that normal maps are currently standardized as 8 bit images, limiting the accuracy of the normal information that's stored, but that isn't going to affect your model here.
This thread stickied at the top of technical talk answers your questions:
http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map#latest
And I see what Scruples was saying now, he was just agreeing about edges being too sharp. Can we see the high poly as well? Can you upload the meshes?
http://www.mediafire.com/download/ie8bi3wobsb8e67/HP_Tire.obj
http://www.mediafire.com/download/yf0miz0odbc586l/LP_Tire.obj