Hello Polycount, I'm having a bit of a problem baking some normal maps out of Topogun that I'm hoping someone can help me with. The normals seem to have some sort of extreme red blue....weirdness that is making really apparent seams when applied to the texture. I've attached the normals straight from Topogun, Marmoset render showing how the seams don't blend, and a screenshot from Crazybump. The Crazybump screenshot seems to be telling me that the map is trying really really hard to make the limbs and torso look round as opposed to showing the sculpted detail on the round lopoly.
I hope this makes sense to someone out there, this is my first normal map so I'm kinda fumbling around in the dark. Thanks a ton.
![SlY7-5m9ST6hyuwi_fK4Sg?feat=directlink](https://picasaweb.google.com/lh/photo/SlY7-5m9ST6hyuwi_fK4Sg?feat=directlink)
![gfx6J8F1rl9f2S5cE-D_ZA?feat=directlink](https://picasaweb.google.com/lh/photo/gfx6J8F1rl9f2S5cE-D_ZA?feat=directlink)
![xZ3kAO7CwFMq-dffelpsVA?feat=directlink](https://picasaweb.google.com/lh/photo/xZ3kAO7CwFMq-dffelpsVA?feat=directlink)
Replies
However, as Earth said, always test your baking with xNormal, as a test run, to make sure there isn't something funky going on in your mesh.