So i have recently taken hard surface modeling as my main Workflow but i get these weard problems in some parts in the normal map. See these pictures here:
https://gyazo.com/033eefd59a46ccba7f5c5844e8ab6534https://gyazo.com/3fbb017213c9a2533858a30e7638f289Are these common to happen in 3Dsmax Normal map baking? Are these suppose to be fixed in photoshop.
What i suspect is that it happens usually on rough parts of the model and edges and not so commonly happens on smoother parts of the model because the difference between high poly and low poly is not that big there.
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And essential to the studying aspect is the practical. Start with a very basic cube and understand the process that you are involved in, while doing it. Self-experimentation is vital to learning how this works. Just keep test baking and if you're stuck again post again.
As for painting out errors in PS....very bad practice. A NM isn't like a standard texture map, the data contained therein is encoded/decoded RGB pixel to vertex normal/vector data.
That aside, you have posted the NM but you haven't posted images of your uvs, your low/high poly (I've no idea what you mean by rough/smooth parts of the model) or the rendered result of the map applied to the model.
I only ask these things as the more information you supply the easier it is for us to try and help. I realise you're just starting your NM journey but there are so many things it could be: uvs, padding, uv splits, smoothing groups, cage or no cage, averaged verts or non-averaged, map resolution, AA settings, low to high silhouette match, ray distance, bad triangulation, missed rays, etc.
Yeah i get what you mean is it possible that you could take a quick look of my 3Dsmax Scene? If you could point out the problems to me it could be really helpful. https://drive.google.com/file/d/0B55FtjBzMYaxajh4M0dNRm9mUVk/view?usp=sharing