I'd like to see the low poly as it is now, cause there's got to be something wrong you're overlooking. The highi poly mesh seems clean, there shouldn't be this kind of stuff. Try baking your normals again in XNormal and compare the results.
The metal texture looks really nice. I'm not sure exactly what to crit on it, it looks really good. I think that a normal map (either from xnormal or an actual poly modeled object) would do this well though.
Ok, I promise this is the last question... I currently have a Diffuse map (my texture) and a normal map (created with xNormal). Are there any other maps I should have on my model to make it look better? Cheers
joe gracey Actually I am using a combination of Soft and Hard edges to get clean and crisp normal map... For baking purpose i use xNormal with default settings, nothing fancy. for presentation I use marmoset.
I would use Xnormal to bake the normal and polypaint data. XN can bake polypaint to a diffuse texture. If it's a dense mesh, you may have trouble importing into Maya (either very poor performance or crashing on import).
I was just about to suggest this. You don't even need to open the file in xNormal. Just identify where your HP mesh is located on your hard drive, and BAM! It shits out a sweet normal map for you.
So after i mapped the tank i generated normals and ambient occlusion with XNormal software. On screens i am using Xoliul shader 2 and size of these texture is 2048x2048. Now, texturing, hardest part for me is next.
Hi guys wondering if you could help me out again. Im getting strange results in XNormal when baking my normal map. Heres a screen grab. Any ideas what im doing wrong?
So the combined map in this image pretty much follows Lennyagony's guide. You bake out a Prtn and Prtp map, and desaturate these images. Prtn on bottom with PrtP on top set to screen at 75-85% opacity depending on your needs. Then just the Green channel is copied out of the bent normal baked out. This is set to soft light…
@MightyPea: I couldn't work out what cause the seams, but I put the groin into a single UV island and now it's fine. The head, spine and groin all have unmirrored uvs, the rest are mirrored. Is mirroring uvs okay with normal maps? @comradeJ: Thanks for that tip! @Butt: Thanks. I've posted an early wip of the texture below.…