This discussion was created from comments split from: Baking Errors.
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Hello guys , im about to Cry right now, im studying 3D and I have to make a class work , which is also a personal challenge .Im trying to make my first weapon (prop in general).It is a Rinno Weapon, like a shaman cane.
(they have same Scale , just perspective when taking the screenshot) marmosetToolbar3.
What I retopo´d and also mapped , The idea is that I want to give it a hand painted style with 3D coat , but first I need to BAAAAKEE the normal maps from the High model from ZBrush. The main problem here I´m not able to make the a good bake of the normal map. I tried with xNormals ,with al different options, "rayDistance Tool" averageNormals, Making a custom CAGE, and also trying to adjust cages from MarmosetToolbag3.
Finally I got to the conclusion that maybe the UVS had some overlap ( that I intentionally has set ) with those pieces that had the same UVS like the same sides of my RInnos Head, for example that i placed one above another to save Uvs Space ....
So I changed all my Uvs distribution and now it has no overlap and no no Flipped UVS.
I tried to bake it right back and still is bad mapped.
Pls boys I´m kind of sad cause I`ve dedicated so much effort on this work and i can´t go to the next and beautifull step wich is HAND PAINTED: I´m knew in this, so Im so lost in what i did bad so that it doesnt Work. I´ll be pleased if someone can help me out. Thank U ^^
I would commit to a specific baker, each one has his own quirks. Marmoset 3 is quite good. It is difficult to read the errors simply looking the normal map. It would help to see the normal map applied on the model and that you highlight the problems. From retopology point of view I have the feeling you have done too many separated pieces for what originally is a more compact shape. Also I'm not sure if some elements, as the band, really is tight enough to the original model. Specially because you have separate it, it needs to be quite exact.
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(they have same Scale , just perspective when taking the screenshot) marmosetToolbar3.
What I retopo´d and also mapped , The idea is that I want to give it a hand painted style with 3D coat , but first I need to BAAAAKEE the normal maps from the High model from ZBrush.
The main problem here I´m not able to make the a good bake of the normal map. I tried with xNormals ,with al different options, "rayDistance Tool" averageNormals, Making a custom CAGE, and also trying to adjust cages from MarmosetToolbag3.
Finally I got to the conclusion that maybe the UVS had some overlap ( that I intentionally has set ) with those pieces that had the same UVS like the same sides of my RInnos Head, for example that i placed one above another to save Uvs Space ....
So I changed all my Uvs distribution and now it has no overlap and no no Flipped UVS.
I tried to bake it right back and still is bad mapped.
Rino_Base_Tangent_normals.bmp
Rino_Base_Object_normals.bmp
this is the best i got _:C
Pls boys I´m kind of sad cause I`ve dedicated so much effort on this work and i can´t go to the next and beautifull step wich is HAND PAINTED: I´m knew in this, so Im so lost in what i did bad so that it doesnt Work. I´ll be pleased if someone can help me out.
Thank U ^^
It is difficult to read the errors simply looking the normal map. It would help to see the normal map applied on the model and that you highlight the problems.
From retopology point of view I have the feeling you have done too many separated pieces for what originally is a more compact shape. Also I'm not sure if some elements, as the band, really is tight enough to the original model. Specially because you have separate it, it needs to be quite exact.