Hey all,
I've been working on a model using mobile (i.e. iphone) specs to try and learn some of the techniques. Truth be told, I've found myself a wee bit lost. My idea was to make a high poly and low poly just to get an occlusion and cavity pass in xnormal as base textures. Is this a proper workflow? Are their other options? The result of my baking has been a mess. All the edges are popping up even though I smoothed normals on it.
![testlea.jpg](http://img52.imageshack.us/img52/3641/testlea.jpg)
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Replies
Also, how are your smoothing groups set?
However, it seems some people find making a high>low occ method useful, so it just depends on how yiou go about your pipeline.
@Cheese May I ask what the difference is between those baking settings?
@Ace The model was all quads to begin with, and I double checked my smoothing groups. It's bizarre. I've baked stuff more times than I care to count, but never ran into anything like this. All my maps had the same distortion.
The reason I asked for the groups is because the ONLY map which gave me such issues was the Height Map, and it already says in the Xnormal Doc's that you need to divide your model at least 2 times before baking the Height Map.
However, in the case of AO, this shouldn't be happening. Since you said all your maps have distortion, I'm think there is a problem in the exportation process.
Care to post some Screenshot and tell us what format you exporting in?