Home Technical Talk

Weird bending bake

polycounter lvl 7
Offline / Send Message
Sunray polycounter lvl 7
Hey does nayone know why this bake bends so strange?

Replies

  • rollin
    Offline / Send Message
    rollin polycounter
    your UVs?! overlapping? already bend?
  • Sunray
    Offline / Send Message
    Sunray polycounter lvl 7
    rollin said:
    your UVs?! overlapping? already bend?
    Nope looks like this
  • rollin
    Offline / Send Message
    rollin polycounter
    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. 
     
  • Sunray
    Offline / Send Message
    Sunray polycounter lvl 7
    rollin said:
    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?
  • rollin
    Offline / Send Message
    rollin polycounter
    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
  • m4dcow
    Offline / Send Message
    m4dcow interpolator

    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.

  • Sunray
    Offline / Send Message
    Sunray polycounter lvl 7
    m4dcow said:

    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
  • m4dcow
    Offline / Send Message
    m4dcow interpolator
    Do you have the other piece offset in UV space? (ie: not in 0-1 UV space) If not you might have some sort of z fighting between the 2 shells.
  • rollin
    Offline / Send Message
    rollin polycounter
    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
  • musashidan
    Offline / Send Message
    musashidan high dynamic range
    Here's a vid tut I made recently on the very subject:

    https://www.youtube.com/watch?v=nDYLzxs7iQg

  • Sunray
    Offline / Send Message
    Sunray polycounter lvl 7
    Here's a vid tut I made recently on the very subject:

    https://www.youtube.com/watch?v=nDYLzxs7iQg

    Thanks fo the tut but the normal map comes out just fine when mirrored it's only the ambient that goes wrong
Sign In or Register to comment.