Hey guys, I've recently been having this issue with normal maps, especially this object in particular. The wireframe is showing up on the normals.
Skull_LOWNormalsMap.jpg
I asked around, and people usually say it has to do with the Low poly smoothing groups, BUT I've tried exporting both verions of my low poly (1 with smoothing groups on, and one without) into xnormal and I keep getting the same result.
And heres the High poly model, with the low rez wireframe on top, but when i hide the wireframe its still visible on the model, which is the low rez normal map
skullWire.jpg
I tried every possible way to extract a normal map with this skull; export the high and low poly into xnormal to bake out the maps, tried using Zbrushes Create Normal map feature, GoMax that automatically extracts the normal map, AND Render to Texture inside of 3D Max.
And ALL of them have given me the exact same map.
Could it be my Uv's?
Could it be the projection cage inside the render to texture?
Skullcage.jpg
Please Help!
Replies
But did you check to see if all polygons were in ONE smoothing group? If you have smoothing groups on, but every poly in a different group, you'll end up with this too.
Hmmm.... I did select all the polys at once and added 1 smoothing group to all of them, but I might have to double check that...
Is that what you mean?
Ill try the angle direction and render it again....
Looks like unsmoothed vertex normals on the lowpoly. Also you may have a gamma correction issue with your normal map, it should instead always be used in linear colorspace.
Also i dont smooth my mesh, because i heard somewhere that you shouldn't do that for baking purposes
(and would you please explain me about linear colorspace in UV's. It mean: my uv should be in one color?)
Hopefully this helps explain the gamma issue.
Some info here about proper gamma settings in Toolbag: https://polycount.com/discussion/150303/marmoset-gamma-lut-settings
You either misunderstood something, or that person was wrong.