Im having quite the difficult time getting my normal map proper. rather then try to explain ill just post some pics. been trying to fix it for about 2 hours now just cant get it
created the low poly mesh in max and the high poly in mudbox, i used xNormal to bake the normal map.
Looks like it may be down to the smoothing groups though. I see you've split up some parts into seperate UV islands, does each islands corresponding polys on the mesh have the same smoothing group? Also make sure you don't edit any of the smoothing groups once you've exported for building your HP, or after when you're looking at the low poly final result.
Hang on - Just realised you've got parts baking into the inner section from the outer parts. You'll need to explode them for the bake and give each part more room, as the cages are overlapping into other parts of the mesh.
Hopefully some of this helps, but someone else may be able to narrow the problem down even more for you.
Thanks, the parts that needed to be explode I noticed that right away, once I figure out the problem I, I'm goint to bake them separtely I tried deleting them and it didn't do much other then fix the the obvious result.
I didn't change any smoothing groups till I got this problem then I started messing with them becuase I assumed it was the problem. I never had anything like this happen
It looks like you may also be over doing your Edge Padding when baking as well, I'd tone that down considerably as well as it looks like parts are bleeding over each other.
yea ill adjust that, i dont think the program allows bleeding with two echos touch they stop i believe thats how xnormal does it, but i agree it looks sloppy. still not the problem though
just thought of something, after i had my lowpoly mesh, before exported i chamfered edges and beefed up certain areas of the model so it accepts sub-divisions better. could that be the cause of all this? i didnt think it would have any effect since its essentially becoming a projection
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As for the actual problem, I don't know.
Looks like it may be down to the smoothing groups though. I see you've split up some parts into seperate UV islands, does each islands corresponding polys on the mesh have the same smoothing group? Also make sure you don't edit any of the smoothing groups once you've exported for building your HP, or after when you're looking at the low poly final result.
Hang on - Just realised you've got parts baking into the inner section from the outer parts. You'll need to explode them for the bake and give each part more room, as the cages are overlapping into other parts of the mesh.
Hopefully some of this helps, but someone else may be able to narrow the problem down even more for you.
I didn't change any smoothing groups till I got this problem then I started messing with them becuase I assumed it was the problem. I never had anything like this happen