Having problems baking a normal map, on a flat surface with holes in xnormal. It bakes good in 3dsmax vray, but once the mesh is exported to quixel, in the 3do viewer the bad shading in the mesh matches that of the normal map baked in xnormal.
I've been messing with the topology but can't seem to find what exactly is causing this problem.
Replies
1. Add support loops to help control shading
2. Use custom normals to make flat areas have flat shading
3. Use a sync'd normal map workflow.
1. Hasn't done much so far.
2. Custom normals?
3. sync'd normal map workflow?
https://www.youtube.com/watch?v=ciXTyOOnBZQ