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Xnormal isnt baking properly

hey all, I just followed this tutorial:
https://www.youtube.com/watch?v=kGszEIT4Kww

and I made an object with some extra add ons to practice highpoly modeling,
but when I baked the normal and ambient occlusion maps, this happens:
there's this ugly shadow near the screw on the right side, and the hole for the rivet looks really bad..also none of the outer edges have the smooth, bevel like edges like the highpoly does..

34j8zli.jpg


here's my highpoly model with the floating geo.

1zodum9.jpg

Replies

  • Bartalon
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    Bartalon polycounter lvl 12
    Looks like your normal map isn't displaying on your low poly. As for the AO, the shadow on the right looks correct according to your HP details. The HP has a deep ring around the screw which would cause a shadow, but your LP doesn't have the topology to match so xNormal has to compensate.

    Also the screw on your HP seems to have a hole in it and is not lined up with your low poly. Maybe I'm wrong though, and that's an optical illusion :O
  • commador
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    commador polycounter lvl 14
    The part on the front should be left entirely to the normal map. These kind of details are perfect for projecting onto flat surfaces. As for the AO shadow on the right, thats exactly what it will look like with a floater.

    See here
  • donnie87
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    Hmm, okay thanks. What tutorial should I do for texturing? I looked at racer445's tutorial and he didn't really help
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