I've got little model I've been working on, and I've encountered some issues that I can't solve. For some reason these weird spots on my normals/AO appear when I bake them in xNormal. They're all in the same places on every map I bake, and I've no idea what causes them. I'm honestly not experienced enough with baking maps from a high res model.
They appear on random parts of my low poly's unwrap. I'm sure this is a dumb question that I should know the answer to. Help?
I've solved the problem with my normal issues, now I need to figure out why UDK displays them terribly. See post 11 for details.
Replies
It could be that some parts of the highpoly get projected onto the wrong spot. It would be easier if we could see the actual low and highpoly(and your cage if you use one.)
And make sure you have set up your uvw´s correctly.
As SpeCter said, explode you model and reduce the ray distance or even better use a cage.
One thing you could do is export the parts (head, arms etc.) into different .objs and then bake then separably with the view to compositing them together in Photoshop.
Did you try changing the projection cage or the ray distance offset?
It would really help if you posted some shots of the model too.
Here's a poor image to show off a problem area. I modified the height map I got from xnormal to make the problem areas show up as black so they'd stand out, and laid it over the uvw map. The black splotches are what you saw in the first image I posted. I can post some better images this evening.
I'm not very good with cages but I'll work my ass off to try.
Ugh I wish I didn't have to come in to work. I feel terrible.
And thanks for the help so far!
I need to look at these shadow stuffs that I don't like too much and work on it.
Thank you guys!