Hello everyone. I spent my spring break learning zBrush and xNormal. I did a tutorial and I *thought* I understood how to do this. Clearly, something is happening. So here is my problem.
I made a high poly sculpt in zBrush approximately 1 million polys. I duplicated it, and decimated it to 248 polys. I now have a high poly and low poly mesh. In zBrush, I UV'd the high poly mesh by polygroup (it became one single UV mesh). I export them both, put them in Maya. I then UV map my low poly mesh and get it nicely in a 0-1 UV space. I export them both. I bring up xNormal and place the high poly in the high poly section, and the same for my low poly. I select to bake out only a normal map, and this is the result.
http://puu.sh/o2Hie/0b8465adc4.jpgHere is a picture of the UV of my low poly mesh.
http://puu.sh/o2Hk2/827a7c918e.pngHere is a screenshot of the low poly and high poly together.
http://puu.sh/o2HlV/94488725b0.pnghttp://puu.sh/o2Hpq/be0faca040.jpgNow, the only thing I can think would be a problem would be that my high poly and low poly meshes UV's are different. Other than that, I'm kind of clueless. Like the topic stated, I'm a noob =P This is my first time doing something in zBrush that didn't involve a tutorial, so I really hope you guys can enlighten and teach me something to help me improve. Thank you all for taking the time to look at this.
Replies
My guess is your high poly and low poly are not occupying the same physical space when xnormal goes to bake maps. Be sure when you export your models from Maya, they are both sitting right on top of each other with the pivot set at origin (0,0,0 XYZ) and you have the transformations frozen (Modify > Freeze Transformations).
Additionally, to get a correct normal bake, certain rules must be followed. The short version is to set hard edges where you have UV seams and soft edges everywhere else (it really depends on how you are baking your maps, but this isn't a bad place to start). The long version, which is seriously recommended you read in order to understand/solve normal baking problems, is here: http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts#latest
here's one.
https://www.youtube.com/watch?v=jq_3URQjYxs
@Scruples I must have worded it incorrectly. What I meant to say is I have done tutorials for this already and I thought I understood what I was doing because I completed the tutorial just fine. I thought I could apply those same ideas on my own project without the help of the videos. But I ran into these problems. Thank you so much for your suggestions. I'll look into them right now.
I'll respond if I figure it out or not. Thank you both so much.
Thank you both so much and for the advice. I especially didn't know about not having to UV the high poly mesh.