@solidshark Check out [ame="https://www.youtube.com/watch?v=OONQzKcWeMY"]this[/ame] video. Its a really comprehensive overview of normal mapping. @teho. I checked it out in Toolbag 2, can't see any visible seams. I would check your lightmap UVs, check your export settings and import settings. Make sure you are exporting…
Here is the uv for an object. Someone help me get it into shape or lead me in a direction after various failed attempts! This is after planar then cut and unfold. looks like a stomach and would rather it have more of a uniform checker pattern. Thank you.
Even things that are square tend to have slightly rounded edges, little in life is really as sharp as a hardened edge in a 3d program would be, and objects generally look a little better if you exaggerate that softness. Now, if you just want to have completely hard edges here, you don't even need to bake a normal map for…
Tangent space normal maps like that record the direction the surface points in texture space, not local/object space. What this means is that red will always point towards the right of the texture and green will always point towards the top (or the bottom, depending on whether you use an inverted green channel or not). The…
"X" shaped normal map errors are because you changed your low polys triangulation from when you baked to when you brought it in engine. Non-destructively force triangulation on your model before you bake and keep that triangulation until the object is in game.
I just tried "hit only matching material ID" in max for complex mesh, it's pretty useful, but it has a small problem that bug me is after I hit render, my mesh just show 1 material ( the material ID of sub-objects still there, it just not showing )
Your lowpoly should be the exact size as your high poly, not larger. Triangulate before you bake. Set your hard edges to your UV islands. Use as few UV islands as possible, the entire left and right side of this object could each be 1 uv island for example.
Well, tried it with only the bitflag and include normals options, seams still prevail unfortunately. Maybe I just set up the cage wrong or it is an option in Xnormal but seriously how hard can it be to get correct bakes on such simple object. If someone wants to try here is the http://www.pasteall.org/blend/24886
lots of info, each time I learn new stuff thanks, guys. :) I got a question: about the cone object how to deal with it like: nail,spike,pin etc... hi poly low after baking as you can see there is sort of rainbow effect how to deal with these issues?
Hi, how can I get rid of the diagonal seams in the normal map on the right? (On the left is the low poly with cage, with the high poly objects in light grey.) http://www.flickr.com/photos/106486657@N03/10457954894/ Should I change the projection cage? I tried changing it, but it didn't have any affect on the diagonal seams.