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[3DS] Problem with bake normal from High Poly model.

Wowoz
polycounter lvl 8
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Wowoz polycounter lvl 8
Hi all! :D
I am very inexperienced when it comes to 3D graphics.
I have a problem with burnout Normal maps from high poly model.
On the basis created a low poly high poly (turbosmooth including smooth general group).
I put the two models at each other, I created a cage. Unfortunately, the effect is not satisfactory.
Here I put a grid of models:
lollo2_hpeaeqe.JPG


And here the effect of burnout in Xnormal (as seen terribly wrong):

lollo22_hpeawph.JPG

I put the link to the models (maybe find someone who could explain it to me / improved):



Please write what could be wrong. Sorry for my bad english but i used translator :D

Replies

  • jogshy
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    jogshy polycounter lvl 17
    Have you exported your meshes as .SBM separately??? You must export the lowpoly meshes as a .SBM ( with the "export cage" checked in ) and the highpoly meshes as other .SBM. Judging your image seems the lowpoly/highpoly models are exported into to the same file.

    After the two SBM files are exported, you must add the lowpoly SBM file to the low def meshes in xNormal and check in the "use cage" option. Then, add the highpoly mesh SBM file to the highdef meshes in xNormal. Then render the normal map.
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