Wooh! You did it. I feel stupid now for asking but how do i use theses? Could you create some steps on how to bake them? I did bake with waviness_MedHigh and waviness_LowHigh onto waviness_Low and i want to know if this is right? Objects are waviness_Low with respected maps applied. It looks right to me but i'm unsure if…
Since I am doing this mostly for myself this (read: it should look as nice as possible), you are right I need to switch tools I guess, I have been baking in xnormal so far with ray measurement :poly122: e:// Low to max-> smoothgroups -> then baking did it :) Thanks!
Ok, couple things you can try: 1. Add more geometry to your low so it more closely matches the high, add bevels etc, as its really, really, really low poly right now 2. Add hard edges on the uv borders, this sort of smoothing is too difficult for a normal map to account for
well shit....messing around with loosing those bevels did the trick. On the one hand, I'm more than happy to have a solution to my problem. On the other hand, the solution is probably going to take a couple of days to fully implement. Stupid costly mistake with a labor intensive fix. Serves me right I guess....
Right, with match surface normals, you'll get artifacts anywhere you use hard edges. At hard edges, the projection mesh is split, and you get gaps in what the projection "sees", which results in nasty seam artifacts. Read this thread on skewing if you haven't yet: http://www.polycount.com/forum/showthread.php?t=147227
Okay so here are the new screens: Just added some support loops on side of the wing. This results in this normal map: There are still some issues on the right side, however they are barely viewable. Still wondering why issue occurs. I will do some more research. By the way, I get the same result, when I export the meshes…
Nice one Lamont! And bloody nice one EQ! Cheers for sticking around and expanding on some of this stuff as well! Great thread! I know I've heard alot of this stuff before in bits and pieces, but I'd still not corrected my workflow properly. What you mentioned about 'bake and forget' - getting it right with the mesh and…
Nah that helps, actually. This is purely portfolio stuff I'm working on (or if I'm being more honest practice for later portfolio stuff). I'll have to experiment with different numbers of sides to the curved bits. When the model doesn't have curves I find that right angled boxes don't look bad at all with their baked…
The first issue is explained in detail in the first post, you are not going to get a better explain, break down, and possible solutions. The last image just a projection issue where the left and right sides are projecting onto each other because they are so close. You'll need a cage and to make sure the cage fits into that…
So does this mean adding supporting edges or chamfers or something? Is the problem in how I baked the normal map or in the model itself? It looks fine in blender. It's only when I take it out that it messes up. I noticed that the normal map I get if I bake it in xNormal (right) looks wacked compared to the one I get from…