Hi I have made this mesh
but When I export it to Xnormal and I use a low poly that just a cilinder similar to this armwrist apart that it doesn't have the spikes , well the spikes in the normal map in xnormal gets cutted on the top and so look like truncated cones ... any idea why?
Replies
Just try to increase the maximum frontal or rear ray distance depend of
the orientation of the normals of your low poly mesh (inside the "low definition meshes" panel).
You can use the "ray distance calculator" in the tool panel to help you in the process.
Here, I made a tutorial about baking.
http://mathiascadyck.blogspot.com/2011/01/test-6.html
http://www.polycount.com/forum/showthread.php?t=81154
Adding an edge loop or two towards the edges of the main cylindrical shape would probably straighten things out.
About this weird projection - did you adjust the cage manually? If so, offsetting some vertices more then other can cause this. For best quality whole cage should be more or less at equal distance from the highpoly mesh. At least that's what comes to my mind.