hey yall, been lurking loads decided to try out normal mapping. using render to texture / xNormal, ive got the same result of wavyness/distortions (see the screw heads and edge lines). ive got the hipoly layered up but im not sure if its the scan distance thats doing this. Or maybe the bad mesh? any tips would be great as…
added the bevel, smoothing grp corresponds with the uv islands, so far the bakes have come out a little cleaner. THe normals still look funny with the blocky parts, i guess its at a photoshopable-level. the wavyness around the cylinder i think i can fix with the cage. its the sides of the handle that bothers me a bit. il…
lol i was thinking of reducing the polys when pedro said 'crazy hipoly lowpoly' . i wondered just how low it can go, i think i was scared of the bakes not holding up or something , ima rethink the low poly and clean this mess up *saves image*:)
ok im gnna use this thread for tiny updates as ill probs run into issues later. so far my first attempt with low poly modelling, making a normal map, and playing with xolihuls shader . so go easy ! but tips are welcome too. im gnna progress on to texturing now and will do my best to research relevant tutorials.
There can be numerous cases where that happens. 1.All UV´s are inverted. Go into the UV editor and hit "Select inverted faces" if everything gets selected you have to mirror it(i think max thinks it hits a backface then or something) 2.Did you forget to add the highpoly to the projection modifier?(Not very common but can…
This mesh will cause more errors when baking however, as the projection normals will be averaged around the harsh angles and small details will become skewed. Reducing to the *absolute bare min* is hardly ever ideal when working with normal maps. Also, the UV islands are MUCH TOO CLOSE and will cause errors here too.
Looks much better this time around :) As for the pink bits, when you say the cage is hugging the high poly well, do you mean its practically touching? First I would try bumping out the cage a bit more to see if that solves anything. Are you using mental ray or scanline to render your map?
ok sean heres my recent effort- i did i double check , found inverted faces, re uv'd it. the checker came out constant this time . also i re did the cage (even tho there wasnt much to play with).it fixed the wavyness- one final problem is this light pink area on the borders. the cage hugs the hi-poly well. any thoughts?
That made sense i didn´t encounter that, because i don´t use mr materials very often, so no clue there :D And for the red parts if rays miss... you can turn that of, i do that quite often sometimes i only get very small ones(like 1-2 pixels) which i just paint over later.
1,2,3= check and checked. uv's are fine, properties of high and low are in check. thing is , the rays are hitting . otherwise the map would have lots of red . its just not picking up the detail (which is relatively little as its a blade with a slight groove) why would xnormal render it and not 3ds. and i want to use render…