Hey everyone,
It's probably the 1000th topics talking about this problems, but after reading every topics as possible about this subject, I didn't solved my problem.
So I recently try to add normal map on my 3D models to improved my skills in 3D modeling. But I quickly hit on the problem of visible Edges and Seams on my normal map. So I follow any steps that I found on differents topics and it solved a part of my problems but not every problems.
So I want to bake my normal Map but I don't understands why my bake looks better on 3Ds Max than xNormal.
I use the same obj for the High Res Mesh, Low Res Mesh, and Cage.
On the top of the xNormal you can see some artifacts appearing.
But under the 3Ds Max bake there is some artifacts too that are not on the xNormal bake.
Here is my Uv (not really optimize) but i try to split every parts with Hard Edges
So my final question is, what did I do wrong? Is it a problem with my Cage? my Uv? or both? or something else?
Sorry I begin with baking normal maps and I really try everything I can before posting this topic.
Thanks in advance
Replies
But it wouldn't entirely solve your artifacting. That could come from a ton of things, from your low-res mesh, to your cage, to your high-res mesh. I could be wrong here, but it could possibly be the type of tangent normal map xN gives you, which naturally looks strange in Max's viewport.
Like Kanni3d said, it looks like a tangent basis problem, max and xnormal have diffrente ways to calculate and display the normals, so you either have to export from max without tangent, or make that xnormal doesn't compute them using mikkt.
I im not a user of both of this programs, so im don't know the ''terminology'' that hey use, but sure they have those options.