Feel a bit of noob here, and also kind of embarrassed to be contributing to the huge amount of baking threads that sit on Polycount.
I spent a good day or so reading up as much as I could about normal mapping and procedures that are used. And tonight I tried baking down a high-poly gun I've been
making.
First off I did a simple bake without exploding, using rough settings just to make sure things were going in the right direction. Here's a snippet of what I got:
![bake01.JPG](http://dl.dropbox.com/u/21050664/district9Weapon/bake01.JPG)
So then I exploded the model, used a custom cage (just the same model with a push and straightened up a little) and did another rough bake. This time it didn't go so well:
![bake02.JPG](http://dl.dropbox.com/u/21050664/district9Weapon/bake02.JPG)
Now clearly something is going wrong with the way I've set out my UVs. Basically the whole model is only being mapped on one side with the other UVs sitting outside the main "box" by an offset of 1.
![bakeProblem01.JPG](http://dl.dropbox.com/u/21050664/district9Weapon/bakeProblem01.JPG)
But what I don't understand is that nothing changed between bakes apart from exploding the model:
![bakeProblem02.JPG](http://dl.dropbox.com/u/21050664/district9Weapon/bakeProblem02.JPG)
I'm using XoliulShader 2, non-Nitrous and have added that funky qualified line into Max .ini if anyone is wondering.
So like I said before, it's looks like it's something to do with the UVs being flipped? But I don't understand why it's a problem now I've exploded the model and not before? Also surely having flipped UVs is fine because that's how loads of models are done anyway?
I'm quite confused.
Replies
I did try to normalise them in Photoshop...
Okay so I've clearly fucked up somehow when putting together the maps in Photshop. I've tried normalising using the xNormal and NVIDIA plugins for Photoshop and they don't seem to fix it (the NVIDIA one makes it go crazy).
Okay back to having no clue again. This is really odd...
I have no idea what is happening when I'm saving out of Photoshop. I've tried both TGA (at 16, 24 and 32) and JPEG now...
Your low should be one mesh, then just keyframe by element to do your exploded stuff.
Now in addition to that, why do you have so many pieces split up? A more solid, air-test mesh would prevent needing so many individual mesh chunks, and give you much better UV usage, most likely.
And as for the low-poly, yeah... I made it trying to cut down on the poly count and now looking at it... yeah, it looks like there are too many separate pieces and too many UV shells. I'm going to continue with it for now to see if I can get a decent result. If not I'll have to just re-do a low poly and unwrap again. Chalk it up to a learning experience.
But as for the original problem, any idea what was actually happening to make it go... "weird"?
Thanks for the help man.
Also wow! Cheers for your suggestions throttlekitty, it turned out it was in fact Photoshop! Just tried Paint.Net and it worked fine. Also, it is way more automatic in terms of combining the normal maps (just gets rid of the waste straight away).
I'm glad to know it was just Photoshop... I'm switching my mobo/reinstalling soon, so if it's playing up after that I'll take another look.
Cheers again guys.
Yeah a color profile or gamma issue, most likely.