If you give me this lowpoly with this uvs I'll bake you a correct map. So... Your problem is somewhere between max und xnormal. Wrong / old file, wrong triangulation (don't think so), wrong uvs, reset xform, units too small or too big, Problem might (don't think so) the exported HP
To check, bake a map from max and re-import the file you use for baking in xnormal.
Also change the triangulation in the are of the error. You might stumble over the root of the problem.
If you give me this lowpoly with this uvs I'll bake you a correct map. So... Your problem is somewhere between max und xnormal. Wrong / old file, wrong triangulation (don't think so), wrong uvs, reset xform, units too small or too big, Problem might (don't think so) the exported HP
To check, bake a map from max and re-import the file you use for baking in xnormal.
Also change the triangulation in the are of the error. You might stumble over the root of the problem.
checked it all looks good the sizes the files are correct but not sure what you mean with units too small or too big? and i didn't triangulate it i never do should i do that before baking?
so the bake in max came out correct? I'm talking about the edges you set there. As max works always with triangles changing the visible edges there will change the triangulation. Have you change the edges where the error occurred and tried again? It's obvious that the error occurs along two visible edges
The way you are terminating the geometry looks a bit weird and with the wrong triangulation, you could have edges that cross other polygons and may mess with the baker.
The way you are terminating the geometry looks a bit weird and with the wrong triangulation, you could have edges that cross other polygons and may mess with the baker.
so i cleaned it up and baked it when exported out of max with triangles and it helped but still looked terrible and at that moment i realized it. That it was the symmetry that was really the problem i was trying to have the front and the back of the wood the same that must have messed up the bake But i don't know why if you know why could you explain but thank you very much already for your help and ROLLIN thank you as well
Yes, if you have shells on top of each other offset them from the 0-1 UV space. If one uv-point is at u=0.2 set it to 1.2 (so offset always by full numbers. 1, 2, 3, 4, etc.) But of course all shells have to match perfectly. Your other shell is rotated which does obviously not work Btw: it doesn't matter if you offset your other shells by only u or v or both. And outside of the 0-1 uv space you can stack as many uv shells as you want And this is not a general rule but xnormal ignores uv's outside of the 0-1 space to prevent such errors
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Your problem is somewhere between max und xnormal. Wrong / old file, wrong triangulation (don't think so), wrong uvs, reset xform, units too small or too big,
Problem might (don't think so) the exported HP
To check, bake a map from max
and re-import the file you use for baking in xnormal.
Also change the triangulation in the are of the error. You might stumble over the root of the problem.
I'm talking about the edges you set there. As max works always with triangles changing the visible edges there will change the triangulation. Have you change the edges where the error occurred and tried again? It's obvious that the error occurs along two visible edges
The way you are terminating the geometry looks a bit weird and with the wrong triangulation, you could have edges that cross other polygons and may mess with the baker.
But of course all shells have to match perfectly. Your other shell is rotated which does obviously not work
Btw: it doesn't matter if you offset your other shells by only u or v or both. And outside of the 0-1 uv space you can stack as many uv shells as you want
And this is not a general rule but xnormal ignores uv's outside of the 0-1 space to prevent such errors
https://www.youtube.com/watch?v=nDYLzxs7iQg