Hey guys. Basically I faced the issue with baking normal map in xnormal, so that is what i have on particular model of tree:
. Maybe, maybe I've chosen not the smartest way of making model but I used tutorial and basically made high polly of tree, then made low poly from it using low resolution zremesher. I just started using zbrush like a week ago. Then made uv, uploaded all stuff in xnormal and got those broken polygons. Tried also to do it in zbrush by dividing low poly until I have high enough density to project bump from high poly so I have neede subdevision levels to bake normal in bzrush and....... got the same broken polygons, exactly the same polygons. I dont know what to do. checked low poly in 3ds max, used turn to poly modifier, checked for smoothing groups, for overlaping vertices..... halp :v
copy the link to pic if it wont upload :
https://www.dropbox.com/s/v9rhkev95o3l2qh/gdg.jpg?dl=0
Replies
I don't have any good resources off the top of my head to help with baking normal maps but there should be something in the wiki and I know there are a few threads here in technical talk that should help. I think superfranky made a introduction to normal maps thread or something.
OP: It looks like there is something wrong with the UVs here, not only do the values look messed up the data doesn't really make sense in relation to the nearby areas. What does it look like with a checkered pattern?
1. Select all the faces that are wrong
2. Break them off and move them
3. Select all the edges for the holes you just made by moving the faces off
4. Do a move and sew operation, which will bring those pieces back, but aligned to the correct edges
All of that could probably be done in bulk rather than individually as well.