Ok I Made The Low Poly Ak74u , Uv Mapped It And Trying To Bake
But i've Been Having Alot of Errors Which Are Really Annoying me And Wasting My Time.
I was testing the bake on 1 part just to make things easier the cage is covering everything and its close to the object. but i keep getting empty pieces in the normal map and the Bg Isn't Filled With That Purple Like color , So I Saved A PNG And filled the Bg With The color And Applied It To The Low Poly .... Ugly Outcome
K Here Are Piccys For Everything and There Is A Download Link Under Them In case U Wanna Check out The Thing Upclose ...
It's Only 400 KB So Dont be Lazy :P
Download:
[href=
http://depositfiles.com/files/wqswokoka]http://depositfiles.com/files/wqswokoka[/href]
Replies
The Normal map Has Some Disorted Pixels Around All The Edges How do I Fix That up?
perhaps use the lasso selection tool to get the shapes of the objects (or the circular tool for the round one) then with it selected go along with the blur tool so soften the edges up while still keeping the shape
I Already Have Some Lost Detail Becuz of Those Pixels
2. You should have MORE of it, not less. "Padding" in RTT options, turn it up to like 32 or something.
What padding does is stretches the similar pixels out past the bounds of the uvs, so you shouldn't be seeing this on your actual model, and if you are something else is wrong. This is usefull because instead of black, or even a flat 127,127,255 color(which you should set your NM bg color to), when your texture gets resized for mip mapping it will pull a similar value there, instead of a black or neutral(127,127,255) value. Without padding you will get really bad seams when your object isn't view upclose and mip mapping occurs.
http://wiki.polycount.com/EdgePadding
Try using xNormal to bake it, maybe it would help?:\
Alright, well the pixelation here on the inside is a result of a couple different things now.
1. Whenever you use hard edges(smoothing groups) you need to have a uv split/seam as well. If you do not, you'll get these nasty edge artifacts you're seeing.
2. Adjusting your anti-aliasing settings and turning on multisampling may help.
You should read this thread: http://www.polycount.com/forum/showthread.php?p=1194664#post1194664
1. always make sure that the high and low and as close to on top of each other as they can be so that your cage need the least amount of distance possible.
2. projecting onto a 90 degree angle is no going to work. you have to have an angle greater then 90 degree for the projection to look right although I am sure that there are exceptions. try to make sure that your low poly has no 90 degree (or less) angles.
3. Smoothing groups: very important for baking normals. i find that 90% of the time if you use the auto smooth button it works just fine. If not they you have to do your own smoothing groups.
4. UVW unwrap: I find that more often than not, baking problems come down to unwrap. like texturing, a good unwrap is more than half the battle. same with normal map baking. if you don't have good UV's then you won't get a good bake.
5. normal maps are not set in stone. almost always you are going to have little fractures and glitches in your normal map when you bake it. its not going to be perfect. Every time i bake a normal map I throw it into photoshop and clean it up and /or deepen it by changing the levels on the red and green channels.
well I hope this helps
I Checked The Channel Options Of The NM And Corrected Them ..
@Mitchell Ford
Thank You For The Post But I Already Went Over Most Of The Points ..
My UV Map is Pretty Ugly But It Doesn't have Over Lapping And The Checkered Texture Looks Pretty Nice On it , I used Maya For UV Mapping Since It's easier For Me I made My Own Seams And All is good .. So Do i Need any Other Edits? o,o
As For Photoshopping I Would Fix It Up but The Problem Is That I'm Gonna Have These Problems On Multiple Objects So it Would take Ages And I Know That I Got Something Wrong With My baking So I'm Trying Fix It As Much As I Can :S
Here Is My Latest NM Result :
And The Latest Update To My Testing Object
3Ds File . Ak74u Baking test
Actually I found it quite hard to write like this on purpose...so why do it?