Hi everyone,
I'm at the baking process with one of my asset for a project, but I can't get the baking to work with xNormal. I usually do not have a problem with this software.
Basically, xNormal shows me this error :
I have a high poly and a low poly mesh using a cage. The cage have EXACTLY the same number of vertices, quads, tris and edges as the low poly model, but I still get that error.
I would like to know what could create this problem.
Thank you
Replies
Substance is definitely a noticeable downgrade in quality from Xnormal, same as Marmoset or Knald is a noticeable upgrade
One of the main benefits to Toolbag (and Knald) is that you actually see what you're doing, realtime updates, see the change as soon as you adjust something, etc. Plus Toolbag has bake groups/name matching, skew painting, and all sorts of other neat features.
Substance should be able to make good quality bakes too, but you're flying blind with it like xNormal.
xNormal runs fine on my primary system, an entry level gaming rig but still manages to output content relevant to an occasional job or personal stuff I'm into. It's been my goto since 2009 which I still suggest to those just starting out with limited processing options, at least giving it an honest appraisal prior too upgrading towards nexgen solutions. Anyways for what it's worth the app has been a rock solid reliable tool.
Edit: Here's a quick test I did, the 1st one is Xnormal,then SP and Knald, the textures are 4k and the highest subsampling available.
It's the SP viewport, even harder to spot any difference in UE4.
Actually if you look closely the only differences are in SP's favor.
I tried baking some curvature and ambient occlusion, and these came out terrible in comparison with marmoset or xNormal, the difference in detail and quality was enormous. Using Substance own curvature was so weak, it was almost not picked up by Substances Own curvature based shaders.
Visually checking out Xnormal's and SP's curvature bakes, the Xnormal one is stronger and has a sort of a gradient which I guess is cool for stylized assets, the SP's one seems more faithful to the original mesh, perhaps for a reason too.