Im aware that there's object space normals and tangent. I posted pictures of both to show that the affect is still there. My main concern is the blotch in the top left that you can clearly see the the very right picture.
On a side note: How would i go about rendering floating geometry without scaling the entire low poly and messing up results?
I used XNormal but this probably has more to do with my UV's
To make sure your normals aren't inverted, convert your model to editable mesh, select all faces, and check Show Normals. That way, you'll see which direction your normals are facing. This is assuming you are in max however...
If your normals aren't inverted, your uv shells may be flipped. Depending on whether you are using max or maya, there are different ways to check, but I would guess that is the culprit.
Also, if you have mirrored normals on top of each other, you'll probably get that too.
If you need to bake a mirrored normal map, you need to bake it with the mirrored normals outside of 0-1, so that it only bakes the side once, instead of baking twice on top of each other.
If you need to bake a mirrored normal map, you need to bake it with the mirrored normals outside of 0-1, so that it only bakes the side once, instead of baking twice on top of each other.
This has been compensated for now in max 2010 at least. As long as your two halfs (high and low poly) are MATHMATICALLY (ie exactly) symmetrical, meaning geo, uv's etc. You can have them in the same uv space and have it bake and mirror correctly.
I'm surprised nobody has said to push the cage out more so it completely encases the high poly. Manually pushing out the verts around the problem area should fix it.
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It looks like the normals are inverted, or it looks like its object space normals.
On a side note: How would i go about rendering floating geometry without scaling the entire low poly and messing up results?
I used XNormal but this probably has more to do with my UV's
pior, low poly thats uv'd or low poly and high poly?
Also, if you have mirrored normals on top of each other, you'll probably get that too.
If you need to bake a mirrored normal map, you need to bake it with the mirrored normals outside of 0-1, so that it only bakes the side once, instead of baking twice on top of each other.
Yes the high poly and low poly both have correct normals
Is it possible the uv normals could be flipped? If so how can i see? Im using max
Found the select inverted faces command, no faces are inverted.
heres a couple more views of the gun, please no CC in this thread, if you'd like to CC it then: http://boards.polycount.net/showthread.php?t=72853
But as you can see everything is pretty much in tact except for that back panel.
This has been compensated for now in max 2010 at least. As long as your two halfs (high and low poly) are MATHMATICALLY (ie exactly) symmetrical, meaning geo, uv's etc. You can have them in the same uv space and have it bake and mirror correctly.
Try it, its tried and true:)