Thanks for your time I am facing a problem now with my Xnormal where baking my normal maps and curvature maps had artifacts on them so I decided to take a look at the model and see if there was any manifold geometry I had missed out surprisingly there where none so I went over to check the face normal direction and it looks all good but when I export it out of maya as an FBX using either triangulate, smooth groups or neither the results were still the same, so I went over to the 3D viewer and found out the cage had missing sections as seen in the image below, thought it might be the uv from how it looked but no separation is indicated in the uv, I suspect it might be an export problem from maya to xnormal but I am unsure can someone help me clarify my issue? I would be most grateful
I've been tinkering around this still somewhat the same problems render I think looks ok but the curvature map i used for roughness and the normal map I use for this are affected by the baking in xnormal just want to check is there anything I need to do before hand when exporting the mesh for baking in xnormal?
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