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Problems when projecting Normal in 3ds Max

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I've been modelling a werewolf between my semesters at college, I've finished the high-poly and retopo using the freeform tools extend and stepbuild, however no matter what I do, I always end up with the low res's topology in the normal map when rendering to texture, I can't find anything on google mainly because i dont know what to  search, I will post a pic of the normal map, plz help if you can.
ps. I know it's not the best unwrap... in the end the topology was not how i figured.

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  • Axi5
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    Axi5 interpolator
    Does your low poly have smoothing groups?

    We would need to see more than the map itself, though I'm certain this is likely due to incorrect vertex normals on the low poly...
  • CoUnTDaBBuLa
    Thanks so much for the fast reply, My low poly does not have any smoothing groups, I can post whatever you would need for an evaluation, just let me know, screenshots are the fastest way for me since i have crap internet.
    thanks again, been struggling a few days.
    I have work like right now though, I will be back later in the day, and can send whatever then.
  • PolyHertz
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    PolyHertz polycount lvl 666
    All polygons on your lowpoly need to have a smoothing group applied or you'll get that faceted look in your bakes. You'll also get that along UV seams and split edges (make sure to weld with a low tolerance to see if it changes anything should smoothing groups not help).
  • CoUnTDaBBuLa
    Okay thank you, I'll try when I get home and post results
  • CoUnTDaBBuLa
    Okay, I set up a smoothing group, These are the results... It's perfect, Thanks again Guys! Appreciate it... This post is bound to help others.
    PolyHertz said:
    All polygons on your lowpoly need to have a smoothing group applied or you'll get that faceted look in your bakes. You'll also get that along UV seams and split edges (make sure to weld with a low tolerance to see if it changes anything should smoothing groups not help).

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