Ok, I've been working on a toy and a box for it. Now I been working with the normal map for the box. And found a small error when rendering in marmoset toolbag. Don't know if it's my normal map or marmoset making my head spin. Here is the model with the normal map all four renders are with the same norm map. Only the light…
Hey I'm sorry I was about to make a new thread but I found this thread is about the exact same error I got I believe, hard edges in maya appeared breaking up with Xnormal's bake. EarthQuake could you elaborate on smoothing the cage in the xnormal's viewer? I've never used cage with xnormal, is smoothing the cage a option…
Yeah in xnormal you need to set up a cage in the 3d viewer to make sure the projection mesh is averaged. By default the projection mesh is split on your hard edges, which means missed rays. [edit] You could also bake in maya, as it does the "correct" method by default i believe.
This is a problem with your bake, your projection mesh needs to be averaged otherwise the results get "split" along your hard edges. In max you must use the cage(IE: do NOT "use offset"). Let us know where you're baking your normals.
Normals i not my area of expertese at all. But In what app did you use to bake the normals in ? Beacuse if its a max bake i would suggest trying a bake within xNormal with a custom cage. That usually solves the issues. And i think you can do a better job with the unwrapping. Make the whole box into one cluster in the UVs…