Hi all,
I'm having some difficulties baking a normal map in xNormal for my tree that I sculpted in Zbrush. Here's an image of the artifacts and seams that I'm getting:
As you can see there are these dark grey artifacts and visible seams where my UV's are cut.
I used Zbrush's UV Master by splitting the tree into polygroups. Then before exporting the HI-Poly and Low-poly out of Zbrush I made the model into one polygroup again by going tools -> polygroups -> GroupVisible.
In xNormal I tried all kinds of settings like average normals, different bucket sizes, different padding sizes, all anti-aliasing settings. Nothing works, I keep getting these artifacts and seams in the normal map.
What I haven't tried is using a cage to bake. Would you think this might help?
What does a cage do? And how would you create a cage in maya?
Any help is much appriciated!
Thanks,
Stefan
Replies
But the seams are still there...
Any help please?
Thanks
Second, create a cage by duplicating the low poly and using a push deformer to make sure the cage barely but completely contains the highpoly. You don't need to use a push deformer specifically, you could manually move each vert if you wanted.
Lastly, some normal map seams may be visible unless you are using a sync'd normal map work flow.