Hey guys i modeled a road barrier brought into zbrush detailed then rendered to texture for the high poly details. My normal map came out funky especially in certain spots its solid black? How do i fix this?
setting are, ao - 64 rays . 4 min 16 max samples 2048 size maps. I have a simple raytrace material on both high poly and low poly. I following along with the eat3d tut just trying to make my own object.
I used a diff file to actually sculpt on where i added more edges so i could sub divde more, should i use that file instead as the base?
Also, if you are using Mental Ray to bake normals, it tends to dislike objects that are right on top of each other and occasionally requires you to use a very subtle Push modifier on either of the objects. (The low or the high)
Also, if you are using Mental Ray to bake normals, it tends to dislike objects that are right on top of each other and occasionally requires you to use a very subtle Push modifier on either of the objects. (The low or the high)
yes i am using MR to bake the objects. Ill try both turning the cage off, and then use push see if anything happens. Thanks
I just had a baking issue today with mental ray. I scaled my low poly down by .5 percent, turned off the cage and set the offset to 20, worked like a charm.
I'm not familiar with zbrush, but in Mudbox you can bake your high poly to your low poly directly in-program. I tend to use mudbox for baking, since it tdoes not give me any problems whatsoever.
I'm not familiar with zbrush, but in Mudbox you can bake your high poly to your low poly directly in-program. I tend to use mudbox for baking, since it tdoes not give me any problems whatsoever.
i have both, ive been learning both so i can decide which i like better. I did not know that about mudbox. Ill give mudbox a try next
ZBrush can bake out your normals too, but obviously you'll need to have UV'd your mesh before you send it to ZBrush. On some assets, such as this one, that would be fine as you wouldn't be changing the silhouette too much.
For characters, or other assets which are starting from a very primitive base and likely to be changed in shape / proportion, you'd build a new low-poly and therefore lose the ability to bake in the sculpting app.
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I used a diff file to actually sculpt on where i added more edges so i could sub divde more, should i use that file instead as the base?
actually used to sculpt on
I could be wrong though.
could my cage be too big then? or too small? I will try your suggestion
Also, if you are using Mental Ray to bake normals, it tends to dislike objects that are right on top of each other and occasionally requires you to use a very subtle Push modifier on either of the objects. (The low or the high)
yes i am using MR to bake the objects. Ill try both turning the cage off, and then use push see if anything happens. Thanks
i have both, ive been learning both so i can decide which i like better. I did not know that about mudbox. Ill give mudbox a try next
For characters, or other assets which are starting from a very primitive base and likely to be changed in shape / proportion, you'd build a new low-poly and therefore lose the ability to bake in the sculpting app.