ok am trying to get an understanding of using xnormal to bake my high poly to low poly stuff but not sure i have it understood.
do i unwrap the low poly model then import that and my high poly into xnormal and bake?
or am i missing something.. ive watched a few vid tuts but still not understanding it.
can someone maybe explain the process...
cheers guys
Chris.
Replies
The best way forward for that area is probably going to be do the grate on alpha, and toss in some low poly pipes. I also think the clips on the low poly are unnecessary, that's detail that is shallow enough that it could be handled by the normal map.
another question. do i explode this to bake it? or bake it as one? ive been attempting it and so far my results are just crap lol
Leave the hinges and the plates on the right hand side as floaters for the 'base'.
Place a keyframe on frame one of the timeline. Move to frame 2, turn AutoKey on, move your elements of the high and low. Turn off AutoKey. Now when you move the timeline to frame 1 you will have a nonexploded mesh you can send off for an AO bake. Move to frame 2 and you have an exploded mesh you can send for its own Normal Map / AO Bake. Profit.
just need to do it over a few times to get the hang of it as the block i imported into udk had join seams at the edges.
however when ive baked it in max how do i get rid of these errors. (seams on uv lines and weird white dots)
ignore the brown texture was just testing..
AO maps will require 128+ rays, and samples of 1-4+.
For the seams, are you using padding? Max requires atleast a padding of 8+.
cant remember if i changed the padding. this could be the issue here.
also am guessing the normal maps dont show in scanline render? or atleast i couldnt get them showing on a "standard" mat.
Also, did you make sure before putting in the Texture Normal Map in the Bump slot, to load the Normal Map material? Simply plugging the Texture Normal Map won't work.
PS: Sorry if I ask 'basic' questions, you never know when you miss something simple.