If anyone could help me figure this out, it would be very much appreciated!
I'm trying to learn how to hi-poly model and bake normals/ao onto the low poly version. I've just started to pick up modeling again after a few years hiatus (back and more determined than ever!), and i've only stuck with low poly stuff before, so this is all new territory for me.
Anyways, i've got both the hi-poly and low poly models done, they are both exploded out and corresponding parts are ontop of one another. However, there seems to be this really weird artifacting, almost like a z-buffer issue that's coming through where the low poly/hi poly pieces overlap, and this issue comes through on the baked normals/ao's.
I have no idea what's causing it. Anyone know what it is, and more importantly, how to fix it?
![wtf2a.png](http://img189.imageshack.us/img189/7159/wtf2a.png)
![lowbakelightingmap.png](http://img831.imageshack.us/img831/1431/lowbakelightingmap.png)
Replies
imported into UDK, and i'm running into the "half dark / half light" issue.
spent the entire night looking for the answer and have come upon a few threads on several forums that pertain to the same problem, but none of the suggestions i have come across have fixed the issue for me.
things i've double tried/checked:
1) checked that i had proper smoothing groups
2) made sure i properly applied symmetry and welded the seam in 3DS max
3) even tried mirror instead
4) imported the normal map with the "normal map" compression selected in UDK
5) tried uncompressed normal map compression as well in UDK
6) created/added lightmap in UV channel 2 for UDK
7) punched myself in the nuts repeatedly out of frustration and will be crying myself to sleep knowing i have failed.
me need halp.
I've checked my vertex normal directions along the seam, but to me, they seem to be okay. i'm not too familiar with working with vertex normals though, so, I could be wrong in my assumptions. Screenshot: