use .sbm then i'd say :) it exports your lowoly WITH the prjection modifier, just mae sure you have an dit mes modifier between your editale poly object and your projection modifier
I'm glad you posted to ask for help with this as the last thing you should ever do it edit your normal maps in Photoshop to remove stuff like this. It opens a huge can of worms & can really mess your bake up :) For the custom cage, I use this method. * Triangulate your LP mesh using the Triangulate modifier set to Beauty.…
Sort of depends on exactly which app you're using, for instance in 3dsmax the cage will be generated for you with the projection modifier and you don't need to worry about it. For xnormal, it would really depend on exactly how you're exporting your content.
both with smoothing groups.. and there is a strange thing, because on the opposite of fbx model no seams and normal map rendering correct. i thought maybe symmetry modifier inverted for other side normal, but it didn't. i checked that fbx at Unreal - no problems, so it is only in toolbag...
You can subdivide your unwrapped lowpoly just for the baking of these edges. Easiest should be do add a turbosmooth modifier with restriction on smoothing groups. Also baking in max is a much more handy if you ask me (adjusting cages, objecthandling, direct render results).
I'm using these settings for LP and Cage Meshes for the latest blender builds (this is with an Edge Split Modifier for both): For 2.68 and before you can (need to?) also check "Include Normals". In case you don't get this working I'd suggest to upload a .blend file so someone else can give it a try.
Made a quick test and everything worked fine. All I did was moving LP and Cage Mesh to the same location as the HP and adding a triangulate modifier. Then exported with the settings above. http://www.abload.de/img/cubecagebake001rgjyv.jpg I wasn't able to compare it with your normal maps because they haven't been packed…
The talk is referring to high poly -> low poly bakes and therefore it's true that fixing faulty normal maps in photoshop due to poor bakes is bad practice. Something which has been stated in multiple polycount threads several times. Just gave it a try and it looks fine here. Did you by any chance just forgot to add an Edge…
Low poly is a cube with flat shading or smooth with an edge split modifier, doesn't seem to matter. Plenty of room for edge padding. High poly is just a smoothed cube around the LP. The cage is a scaled up version of the LP. They're individually exported as .obj. I don't know the ideal export settings though.(Include…
Actually, I decided to experiment. I created two topologically identical cage meshes in Maya, one with the old uv's and one with uv's that matched the low poly mesh. Now, I didn't examine the normal maps created by xnormal pixel by pixel but the uv's appeared to have made zero difference. I can see how maybe this is an…