hi there
right to the problem :
i was trying to bake my normal and ran into some troubles.
here´s what it looks like
1. highpoly with supportedges
2. "lowpoly" (not really the low poly, more the base i was going to reduce)
3. normal bake with xnormal, standard settings (i didnt bother to post all the 200000 failbakes i made )
4. normal bake with blender
so, at first this was purely a test how the edges would show on the "low" poly
but now iam stuck with this since 2 days and i cant figure out how to fix it
the blender bake doesnt look too shabby and i could propably fix it in photoshop more or less, but the xnormal bake doesnt work at all, there are no soft edges, it looks like the normal low poly version without any maps applied
i tried inverting red/green, switched channels in xnormal, tryd different setting and nothing works
if someone knows how to solve this i would be thankful
Replies
Make sure the LP shading is set to smooth in Blender and when you export the .obj export with Normals and HQ checked.
You could also set the LP normals to "average normals" in xNormal too.
Hope the helps!
dont know, iam going to rebuild this tomorrow and trash everything i have so far
maybe i will up the meshes tomorrow too if it still wont work
Also, view the final result using the xNormal viewer instead of in Blender. xNormal calculates the normal map for realtime engines, and blender may not use the same calculation, so results may vary. That won't be what is causing the faceted issue in this case, but viewing it in xNormal will eliminate blender's viewport calculation as a variable and help you narrow down the problem.
Also, you will get the best results for this type of mesh by creating a cage in the xNormal viewer and baking using the cage. You can also use the xNormal viewer to view both the low and high poly meshes to make sure the meshes look good before you bake.
There are instructions on the xNormal site on how to use cages and the viewport if you are unsure.
here´s the results
right now iam biting my tongue
it´s looking fine, not too well, but that wasnt the intention
thanks predator, i didnt even think about using the xnormal viewer
edit : for clarification. it still looks like shit in blender, this screen is from xnormal 3d viewer
Either that, or set up xNormal correctly, to work correctly with your shader / engine.