Been having a hell of a time getting good results from my normal map and hopefully some people here can point me in the right direction. I am a little unsure at this point if its just a bad cage and lighting because I have been worked on it most of the day with out much more luck.
I have uploaded my normal map, the error read of out of from from max and the results I am getting in the view port using the xoliul shader. More or less my first proper normal map from a high poly so any help will be a big plus for me.
Thanks yet again guys.
![polycount1.jpg](http://img200.imageshack.us/img200/6974/polycount1.jpg)
![polycount2.jpg](http://img830.imageshack.us/img830/2834/polycount2.jpg)
![polycount3.jpg](http://img828.imageshack.us/img828/3771/polycount3.jpg)
![polycount4.jpg](http://img703.imageshack.us/img703/6510/polycount4.jpg)
Replies
Keyframes, or edit poly modifier, either will do the job just fine.
If you want to watch how to explode a mesh for baking, check this video out:
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/how-to-bake-a-flawless-normal-map-in-3ds-max/
Yea its all exploded out more or less the same way as using the edit poly mod etc etc. Sorry should have said that to start with.
A shot of the explode and the high poly/low poly below. A major difference I note my self is the teeth down the middle of the track. I could not really do them in the low poly in such a way that gave me the tri count I needed, as this model is a uni assignment I have to worry about that stuff from their point of view.
in the Uv Window you can go to Select > select inverted faces. You shouldn't be getting those bright green bits.
I shall update when I am done, hopefully with good news.