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xNormal - Multiple Objs and UV mismatch

polycounter lvl 10
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rodpv polycounter lvl 10
Hi guys.
I'll leave you with this technical challenge hopefully somebody is so kind to offer wisdom.

I have a big weapon composed of a fairly high number of elements and overlapping geometry.
The highpoly version is composed of multiple smaller objects detailed in Zbrush.
The lowpoly, retopoed, uvd version in Max, is the whole weapon composed of the same objects but all attached into one mesh.

I'm baking maps in xNormal.
Usually I explode both high and low-poly to have a clean bake but I can't do this with this piece.

So as another, lengthy solution I thought I could bake every single high poly piece to the big lowpoly piece.
The problem is that when I do that xNormal basically scatters a bunch of pixels seemingly randomly and doesn't occupy the correct UV space.

If I instead project a single highpoly piece to the corresponding lowpoly piece it bakes perfectly. Obviously I can't do that because the whole thing is about a 70 objects and it would be terribly time consuming.

PS I'm using the ray distance calculator instead of external cage.

Any thoughts?
thanks!

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