I dont know what Im doing wrong now. I used xNormals because it seems to be easyer. But when ever i calculate ray distance, i get there very high numbers.
Also, things often appear warped and messed up. Im starting to lose my patience with this. Are there any tuts out there that can help me with this problem im having. Even if I have to spend a little money, i dont care. I just need to learn to bake properly. Is there a book, e-book, gnomon tut... out there than can help me. im even willing to spend money.
(I use 3DS Max)
Replies
And yes, an image would help a LOT.
And post images of the problems.
If you are baking a really large mesh, that has something to do with it. From my experience break pieces off and bake them, you will get waaaayy cleaner results. Also from my experience with how frustrating this can be, you gotta find answers man, I found mine. Make sure with whatever pieces you break off for the sake of normal baking, center the pivot pt on the mesh and also before you export it for xNormal (0,0,0 on the Grid).
Oh and one more thing, check that when you export it isn't set on channel 2, sometimes the Uvs do get screwed up when you turn it into an Obj, so make sure to check in another file- I know this is seems like a hastle but trust me it works.
I hope this helps
Agreed. I hope to make a proper normal baking video with a practical guide to tangent basis and other things in the future.