Hello Polycounters!
I'm having trouble with baking out some of my normal maps. I'm using modo and xNormal most of the time (one or the other, sometimes both) to bake my maps and everytime I bake a flat surface it turns out looking like it's pushed in.
Pictures:
See that shading line running down the middle?
I created my Uv's in modo unwrapping and relaxing everything.
I created my low poly using modo and the constrain to background function.
Everything has one smoothing group and I've hidden most of my seams (the one in the middle is hidden by a pipe.)
What can i do to make that shading line go away and restore the illusion of being a mostly flat plane?
Replies
Where are you going to put it in the end? Maybe you should test there rather than Modo. If you bake and test inside Xnormal should give the correct result.
I was getting the errors because i didn't have enough edges in place to make sure the shading on my low poly was correct. I guess it was just to large of a space to shade over and created that curved surface.
I just put the extra edges in my bake model and left them out in the game model and all is well.
That being said though, using something like the 3Point shader modifier in max might fix this, but, it won't make much of a difference in-game. That being said however, you can usually get away with only using two edges every now and then anyway, when it's not too obvious
Cheers