Yes, you should. The risk is otherwise that the bake mesh gets triangulated differently in xNormal than it does in UDK or whatever you have which would ´then mess upp the normals. If possible set it up so that the model gets triangulated upon export so you can easily go back to the un-triangulated model if something need…
I am new to xnormal. I just use 3ds max RTT. Also, that line in the slide (see my post 2 posts ago) is fairly prominent in the normal map, I'm confused as to what this is because the whole slide is on 1 smoothing group and 1 uv island, so why am I getting a smoothing error???
Erm.. so basically do each section seperately i xNormal, then compile the maps in Photoshop? And The Pin does ned to be there, otherwise the ring would need to be moved, then the shape would be messed. I do agree on the other options though, widenning the chamfers and adding polys to the nutsack :) and thanks guys :) gunna…
Yep that is really common. Maya has a similar workflow, you can also bake normal maps in zBrush and Mudbox but they have some limitations. A popular stand alone baking program is xNormal. The pros and cons of each can (and have) been debated endlessly. But yea what you're doing, how you were show is very common.
I've put the final game files up in case anyone would like them, as well as the bakes in case someone wants to use this for texture practice (the normals use xnormal tangent space). These files are free for any purpose Here also are some progress/WIP shots from during the creation of this model And a few showing just bakes…
To answer your question, no i dont think there's a easy way. But I dont see why you would need to. If you doing a mesh, then bake the normal's and AO though e.g Xnormal. If your doing a texture. Non PBR you can paint it in the diffuse, PBR you can just make your own. not that hard for a flat texture.
To me it looks like he multiplied the red (or green) channel from his normal map onto his AO Bake. Give it a try and see if you get similar results. Also, in xnormal you can bake a convexity map and multiply the red channel over the AO, it will giv e you the sharper/smaller details you sculpted in.
Hey Pior thanks for the reply, The normals were imported with TC_Normalmap compression settings, and generated with Xnormal rather than transfering maps in Maya, but I will have a play with flipping the green channel and see what occurs. I also think that my spec maps may be too midtone....so work to do yet :) once again…
STL check is Max's way of checking for non-manifold geometry. Stuff like 3 faces per edge... or having 2 faces share the same 3 verts (back to back). I don't think there's a single option that checks all that for you. You have to sort of get into the habit of checkin for those things yourself. The thing with Maya is that…
Ok guys....I've run into some problems, like I knew I would. Heres a few images of just the clip to help you visualize my problems. The normal map show was from ATI's renderer, but I've also used Nvidia's melody and Max 7's built in normal mapper. ATI's and Nvidia's both produced very similar results (as seen below), while…