How are you importing the mesh into xnormal? Are you importing the "cage" that you created directly into the lowpoly slot? You'll need to load the regular lowpoly into the lowpoly slot, and then I beleive there is a special tab in the lowpoly mesh options to load a corresponding cage mesh. "External cage file" - load it in…
Hi! Im stuck and cannot progress further on my project. I need to bake 128 sided cyllinder. My lowpoly has 32. I tried adding support loops scaling highpoly so it completely encapsulates the lowpoly, cages, different software but i cannot get rid of waviness at the bottom. What can i do? Is it even possible? My colleagues…
NOW I'm lost :confounded: tried what you did. 1 UV Island(Thrown in to UVLayout, relax everything, looks just as yours), 1 Smoothing group in both lowpoly and cage. But errors keep showing :cry: This are the cage and the lowpoly .obj export options.
Please look at my example below: Baked it in substance designer. Followed the rule of thumb about uv seams and smoothing groups. Maybe the lowpoly mesh has bad topology?
Yes, non-negotiable. If you use average normals you will overide the lowpoly mesh normals and get errors when you apply the nm to your mesh. No, you don't have any restrictions on your lowpoly, this is why its important to use a cage. If you don't use a cage, hard edges on your lowpoly will result in seam errors in the…
I am still getting seams with caged baking exported from Blender 2.69 RC to XNormal. 1.) UVs are set up correctly with a lot of padding space, hard seams are in place 2.) Lowpoly serves as slightly scaled up cage 3.) Lowpoly and cage have only ticked "Selection Only", "Include UVs" and "Smoothing Groups" 4.) When importing…
When you bake normal maps, they will be associated with the actual geometry normals, so, if you triangulate your mesh afterwards, you will destroy the normals direction on which was based the bake, resulting in useless normal maps. You have to triangulate only your lowpoly mesh.
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).
No. But you haven't shown exactly what the resulting curvature problem is. I'd suggest posting in the quixel sub-forum with the highpoly / lowpoly / baked normal map and whatever the problem in DDO is. Or just make curvature externally (which should be easier when quixel releases their free GPU baker)