I create 2 basic box´s and 2 basic "balls" and combined them.
Then created another box and set the uv´s but wen i click bake it just give that very bad result what im i doing rong ??? the smal box doesnt even appear on normal instead it creates balls every were :S any help??
PS: i set the blinn shader
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It looks like your problem is that the spheres and box have inverted normals. Just select them and hit Normals>inverse. Then bake again. To check which way the normals are facing you can turn on Shading>backface culling or go to Display>Polygons>Face Normals.
This is incorrect.
Maya stores tangent-space settings per mesh in the scene, so if you bake any normal-maps for that mesh, they will display correctly in the viewport. The only time they wouldn't is if you changed the tangent-space setting after baking.
It's definitely a ray length issue - it's just not tracing far enough. You can edit the search envelope range per mesh in the mesh list at the top of the Transfer Maps window.
You can also set the global distance at the bottom of the Transfer Maps window. These are the settings you'll want to mess around with.
I tryed whit diferent mesh i made sure the highpoly is inside envelope.
baked and :
The normals looks right but its looks so bad :S any help ?