Solved
Hi guys. Sorry if this is a very common error, but i searched the forums and found nothing.
My normal map is coming out Blue and Yellow in Xnormal.
I scaled both Hi and Low to 5, since I was getting the "small model" warning.
I ran the "Ray Distance Calculator" and copied the max/min values.
Using Anti-aliasing 2x for a 1024x1024 image.
-Model is unwelded on the hard edges-
My AO map looks like it came out alright but since I'm having artifacts in the Nmap, now I'm having doubts.
Nmap attached
Any clarification is welcome.
Also, what is the best method to bake smooth edge corners into low-poly hard edge model?
I tryed to unweld the edges i want hard and leave the rest fully smoothed.
I tryed to keep the same UV map, but have a Bevel/Inset so that the Faceted Shapes Normal point correctly.
The Second one seems to work better so far, but it's a lot of work. I would prefer to know a way to just split polygons on the edges i want hard, getting the correct normals, and then bake a map to it.
Argh, big post...
Cheers
Replies
Now I'm fighting with reflections of the model coming out of nowhere, even with Mix/Max Ray set, by the Calculator. My OccMap also shows these 'reflections' artifacts.
Also, still fighting with the best method to bake smooth corners to hard edges.
Cheers
If i uncheck "Ignore Backface Hits" what happens? In the areas that were reflecting the model they are not now Tangente Space, they are Object Space. So the map ends a a collage of Purple, Orange and Green :S
Anyway the results i had were quite satisfaction, only these artifacts were a 'BUT' and avoid my complete joy. Nevertheless, xNormal is very, very cool app.
Thanks to Santiago
Thank you for the replies.