Hello everyone. I'm having an issue with my normal maps. This isn't the first time I have had it either. As illustrated below my meshes are projecting onto one another.
I have no idea why. I followed EarthQuake's "You're making me Hard" thread. All 90 degree angles have cuts and I am also using the script from this thread to harden the edges.
http://www.polycount.com/forum/showthread.php?t=52722
My cage is perfect and covers my entire high poly. I have a screenshot below. So any ideas as to what is happening? I generally solve this problem by launching each of my meshes to opposite ends of the solar system in a cartesian space represented by "long doubles" but many credible individuals said that this is not necessary. If that is true, then what am I doing wrong?
I have also provided my source file. If you want to try to find out what is what, then look for the following outliner groups.
High poly: high02>export
low poly: lowTRIANGULATED
cage: cage
Source:
https://www.dropbox.com/s/xvgna0tlsx2rlcd/table15.ma?dl=0EDIT: RESOLVED
solutions...
>never mirror half, just offset mirrored UV's
>always mirror pieces, never rotate them. It's ok if the UVs are flipped, just make sure it's off the 0-1 space
>Never bake instances. If you have insistence disable them by going to Modify>Convert>Instance to Object
>if all else fails, play with the use cage function.
>ensure the cage covers BOTH the low poly and the high poly
>if all else fails, try your bake once by disabling use cage in xNormal.
>For some reason my bake fails when i select the outliner group and export. It works when i select the group, isolate selected, them marquee select all the object i want to export. I do not understand why but this is what I needed to do.
Replies
I forgot to mention that the projection errors still in my image can be solved by exploding the mesh for the normal map anyway.
Source File (just the leg): https://www.dropbox.com/s/ctlhb1xnhsgi77q/quarantine%5Bisolated%5D.ma?dl=0
You do actually want use cage enabled, the only reason you wouldn't have it enabled is if your mesh was totally smooth, or like just a plane. I just thought your issue was that you didn't actually assign the cage mesh to the low poly properly.
What version of xNormal are you using, because it maybe different from mine and have a bug.
So what does "use cage" actually do? I've been googling the crap out of this and it's not making any sense. You say to use it when you mesh it "smooth" but at what point does smooth become "not smooth?"
Even if you have a cage assigned and don't check use cage, it ignores the cage and projects along the vertex normals, which if you a mesh with hard edges it creates projection errors. Its kind of weird and I would just work through the quirks. I started baking with substance designer now, version 5 handles exploding easily (or rather not having to). Plus I do most texturing in substance now too so baking with it is logical.
Outliner guide
High: high02
Low: lowTRIANGULATED02
cage: cage02
Source: https://www.dropbox.com/s/nodo03i8s7l89vo/table18.ma?dl=0
After doing that I also found that one of the table legs (2 since they are mirrored) were projecting weirdly and it was because the cage didn't encapsulate the low poly so there was artifacting. This also happens on the section where the table top connects to the legs.
Also a lot of the ornamental stuff still doesn't line up with high poly and low poly versions, and with most of it I would suggest not having separate geometry pieces, maybe cutting in some simpler geometry and letting the normal map work for you.
Outliner guide
High: high02
Low: lowTRIANGULATED02
cage: cage02
Source: https://www.dropbox.com/s/5r2tn5qsfl6rxnu/table19.ma?dl=0
I noticed that other part too, but I didn't really look too closely into it.
Yup
Here's a low poly, a cage and a 2k normal map
https://dl.dropboxusercontent.com/u/10105386/pc/table150606.zip
I deleted the ornamental geo to make it simpler for me (many didn't line up with the high poly, and might also require exploding the mesh). I changed some vertex normal here and there like the table top where regular smoothing will produce artifacts. There's still an issue with the table top though, but that's in the high poly.
Also when doing UVs, there are always seams where there is a hard edge, but it shouldn't be like this the other way around. So on the center spindle of the table I smoothed the edges where there were seams, no need for a hard edge there.
I also noticed that you didn't actually mirror the table top around, you rotated it, which can and did give me some issues with seams. On a contiguous piece like that it is better to actually mirror, whereas things like the legs you can rotate them after duplicating.
Try a bake in xNormal with the files in the zip and see how it turns out.
Yes it needs to encompass the low poly.