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Strange normal map high poly to low poly using maya

cgdobrev
polycounter lvl 6
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cgdobrev polycounter lvl 6
The solution, as pointed out by haikai, is that Ignore Mirrored Faces must be checked under Transfer Maps > maya common output.

thanks to everyone that helped.

since i modelled half the geometry while instancing it, combining the two sides of the mesh mirrors the UVs, as best is my understanding. this creates the strange depth in the normal map

th_sampledNormals.jpg

took the High poly from zbrush, transferred the normal map to the low poly with default settings using Maya, this is what happens. Do you see the problem? then i notice the edges have artifacts, but that is secondary. any ideas how to fix it?

it looks like the normal map is being generated from the front of the models to the back as the depth of the normal.

Replies

  • gsokol
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    gsokol polycounter lvl 14
    What does it look like on your model?

    Maybe your low poly has flipped normals?
  • cgdobrev
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    cgdobrev polycounter lvl 6
    I just double checked and the normals are facing the right way. here is a render of the normal map. if you look at it from the side, it turns black, as if the normal map from that angle is really deep.

    normals.jpg
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Show high poly? I would say try baking directly from ZBrush or use Xnormal and see if you get the same results.
  • cgdobrev
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    cgdobrev polycounter lvl 6
    for clarification purposes, the above image is the low poly model with the funky normal map on it. here is a render of the high poly model.

    I installed xnormal and will try it, but i have done this before, once or twice, a long time ago, and it worked.

    th_highpoly.jpg

    i'm getting a lot more responses here than in the cgsociety forums. why?
  • cgdobrev
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    cgdobrev polycounter lvl 6
    my bad. a terrible realization struck me. perhaps everything is working as it should be, and it is merely the maya default lighting that is causing the render to look the way it does, and the maya highquality viewport to make it look the way it does in the viewport.

    perhaps i simply have overlapping target geometry which is cuasing the strange jaggy artifacts in the normal map.

    and perhaps the resolution and sampling rate must be increased for the transfer to avoid further jaggyness. (i used preview quality, since i was testing.)

    working.jpg

    i added lights... as opposed to using the maya default lighting, and it seems to work as it should.

    I will try upping the resolution for the map, fixing overlapping target geo, and see if that fixes the slight artifacts in the normal map.

    still though, the normal map itself looks strange to me.
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Did it flip anything like the Green channel? Those normals look way too harsh.

    It's usually a good idea to test from another baker to see if the results differ, the safest one is Xnormal, which I use alot for final bakes, or in cases of Max and Maya bakes, as an comparison bake to make sure everything is working correctly.
  • Fingus
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    Fingus polycounter lvl 11
    You should try to bake with all the different pieces moved apart to give the casting some breathing space. Also try to harden all the edges where you got a UV seam, that sometimes causes problems.

    Can you give us a screenshot of your settings and scene setup?
  • cgdobrev
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    cgdobrev polycounter lvl 6
    WOW i just tried xnormal and its so freaking easy.

    You should try to bake with all the different pieces moved apart to give the casting some breathing space

    Could i move all the low poly pieces up the Y axis, for example, so they are not touching at all? or do you mean to move the high poly away from the low poly version?

    i should mention that both low poly and high poly versions of the mesh are in separate pieces. they are not all combined. the low poly pieces are not one object, and the high poly version is not combined into one object either. i have the undies separate from the legs, and the torso and arms separate from the mask and the cape.

    why do i have a feeling thats cuasing problems...

    This is the xnormal version. now that strange depth of the first normal map is gone. but the jaggyness is amplified.

    xnormaltest_normals.jpg

    scenesetup.jpg

    This is the scene setup. Just a few point lights from when trying to get rid of the strange blackness in the render from the first wacky normal map.

    The high poly pieces from zbrush are hidden here but are directly on top.

    I have wireframe on. notice the overlapping of the low poly pieces in the viewport. Is that causing the jaggedness?

    These are the settings for the transfer maps.

    1.jpg
    2.jpg
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    As others have said, separate the pieces. When baking normals, color maps, and pretty much anything else, separate the parts of the model and bake them out without them touching each other and a good distance away from each other too.

    Then combine the pieces, and bake out the AO map. In quality production, you need 2 AO maps, one which is a solo AO, and the other is a combined one, so you can clean and have nice polished AO maps.

    Other then that, in Xnormal, it usually a good idea to give a padding of 8, bake at double resolution and downscale it to get rid of any harsh edges. Sorry, don't use Maya alot, so my feedback in that regard is limited.
  • haikai
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    haikai polycounter lvl 8
    Maya should provide very good results. Baking things one at a time is probably a good idea in this case, but it doesn't explain your funky results.

    First of all, I wouldn't use JPEG. Second, you might want to play with the search envelope percentages on the low res meshes. Show the envelopes and increase them so that they envelop your high res meshes. If you have overlapping UVs within the same 0-1 space then make sure you have Ignore Mirrored Faces checked on (otherwise offset the mirrored UVs).
  • cgdobrev
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    cgdobrev polycounter lvl 6
    haikai, you got it! Ignore mirrored faces is the solution. I just did two bakes with and without Ignore Mirrored Faces, the problem is the mirrored uvs.

    i was modeling with half the model instanced, and after i combined both sides of each mesh, i didnt check the uvs. i never even thought of it.

    so that gets rid of the major problem. jpegs where used just for uploading purposes, they told us to use targa at school. forgot why though.

    all these suggestions give me plenty to play with.
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