Hello , I am working on a biped 3D character, I made the high poly geo in zbrush , then decimated and I ve created the Lowpoly mesh in Topogun for testing , finally make UV mapping in blender and fix some issues, such as unwelded vertx, shade geometry , mirror process , and final step before to export to xnormal ,I created the "seam" for baking process (as I said) , but the problem appears when I bake the lowpoly in Xnormal ( V 3.xx one of the last , not the last but stable) .
So let me introduce the issue . when I try to bake Normal map it message me with this
"The High poly model radius is less than two units (2.0) , please scale it as bit up if you get bad results".
... and I accept , and baking process starts...however I noticed some issue or weird artifacts.
1- what's it is this problem? ( I ve checked all the scale before in blender ,and export to blender the decimated model to check the scale , size and there is not problem , I checked the HP and the LP geos in blender cause I think is less laggy and I need a 3D package to check things ).
2 - Tired of this artifact I bake the Normal map in "substance painter" with the 2 models, to discart problems with 3D package... in substance painter the the normal process was awesome , and not artifact....even I do not use cage and the raytracing process was the default one... However I would like to create the normal map in Xnormal , do not why . So at this point I know exporting process since zbrush-topogun-blender is not a problem...(scale, -90 Y axe and that old stuff in the past ) the problem is some think in Xnormal....
3 - There are several options in xnormal...in the Higher box , (where you put HP model) and also , options in the Lower box (where you drag the LP geo ) ... that options , includes "scale" wich by default is "1.000" not "1" , batches protection , type of smooting (for normal map I suppose) and option for cage ,but in this case I not using cage.... should I change the scale ? I am not big fan to change the scale in 3D program , I always checked as 1.000 in whole axes.
Replies
So yeah just use any way to make the meshes larger eg: set scale settings in obj exporter/ adusting scene scale or just scale them up and reset transforms before export.