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Help with baking normal maps

Sen9Art
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Sen9Art null
I want to create a tangent space normal map, but the image that xNormal produces looks like it has too much color or something. Am I doing something wrong? Also the entire mesh has only 1 smoothing group (using 3ds max)

https://i.imgur.com/hQIhsQa.jpg

Replies

  • EarthQuake
    Something is probably messed up with your high and/or low poly mesh normals.
  • EarthQuake
    @Sen9Art replying here just in case someone else has advice.

    "Do you know what type of problems could be happening with the normals on my mesh's? Also I was not aware that the normals of the high poly were relevant when baking, any insight about that?"

    It's hard to say what is wrong with your normals or why, or even if that is the problem here. You'll have to debug the meshes and see if the mesh normals make sense. You could try freezing transforms and resetting the mesh normals, and checking your export settings as well. This varies depending on the app.

    As far as the high poly mesh normals go: when you're baking from high to low, what you're really doing is transferring the high poly mesh normals to the low poly mesh normals, so the normals on both ends need to make sense for this to work properly.
  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    What Joe said was my first thought as well. The LP vert normals look... normal, but what about the HP's?

    Can we see the normalmap applied to the lowpoly?

    Have you tried same meshes in another baker? (Never seen XNormal go wrong but perhaps there's a bungled setting somewhere.)
  • rexus
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    rexus polycounter lvl 16
    It looks like your baking world space normals open the normal setting and see tangent is on turn it off the on again. Check your baking cage it settings in xnormal you can adjust the cage in xnormal the export in out .

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