I don't know why, but for some things my maya bake turns out better than the xnormal one. Specifically for the parts where there are hardened edges with the UV seams. The hardened edge comes out alot harsher when baking in Xnormal. I did also use a cage, which I imported for xnormal. I also made sure that "normals" was ticked when exporting my obj mesh from maya.
Can anyone tell me what I may be doing wrong? I thought xnormal was supposed to be flat out better for doing bakes.
xnormal bake. the UV seam with the hardened edge is alot more obvious:
maya bake. UV seam is alot harder to see:
wireframe:
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But overall, xnormal has some advantages alongside issues, the same as the Maya baker, I wouldn't say one is better than the other.
I see what you mean after reading that other thread and doing some tests it is subtle but still an issue none the less.
I did a test where I rendered in maya at 1k with 16px fill texture seams, then in xNormal at 4k with 64px edge padding and then lastly just regular xNormal at 1k 16px edge padding.
So I guess Maya does something different with it's fill texture seams option than other bakers, but if you can't live with the issue in xNormal try baking at a higher resolution and then re-sizing. Possibly baking OS Normal in Maya with it's fill texture seams and running that through handplane might be an option?
That and bake in 16-bit and have the most samples per pixel possible (like the supersampling example above). My personal preference is Substance because the way it handles edge padding is amazing and its synced to Mikk T