Hey guys,
I've been using XNormal for a while now but I am running into a problem with my maps. I've uploaded the normal map in questions, and I am aware that my UV unwrapping is a little dodgy but still I can't work out why the maps are producing this strange error. It seems to affect where two faces are close to each other.
Please help me out because this is very frustrating haha.
Thank you kindly.
Replies
This is a good tutorial on exploded baking: https://www.youtube.com/watch?v=bgYoXF6QmWw
Hey, I've attached a couple of screenshots of the Low poly model and the high poly in Blender. Thank you for the tutorial but how can I translate that to working in Blender and baking the maps externally in XNormal?
Thanks
For that mesh it shouldn't be necessary to do an exploded bake. Just export your low and high poly, making sure to have the low poly smoothing broken up by the UV seams (in 3ds Max these are smoothing groups, unsure of Blender) and make a cage in xNormal. Also the cubes in your mesh should have UVs split by face, right now it looks like you've got multiple faces on one UV island.