I have both a high-poly and low-poly mesh, with the low-poly unwrapped and ready to go. The high-poly, however, isn't ridiculously detailed. As a result, when I try to bake onto the low-poly, nothing shows on the normal in some areas. It's essentially blank. So with this I was wondering, even though there are no details, should I keep the normal map so that Quixel can create a curvature map? Or is there a trick I can do to help pop out the edges when baking my HP onto my LP? I'm doing all this in 3ds max btw.
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I also forgot to mention that my mesh is separated into 5 groups, each mesh group represents a texture set I wish to use.
Why is the highpoly mesh so similiar to the lowpoly. Doesnt make much sense to use a normalmap then.
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