I didn't know that blender is that much advanced on baking stuff.Is bake result from blender synced within udk?Any chance to use cage for baking in blender?If yes then I might use blender instead of xnormal.
I really wouldnt advise swapping xNormal for Blender. Blender is vastly inferior in almost every way and I really dont see cages being added to it any time soon. I would stick with xNormal if I were you :) Blender uses the same tangent space as xNormal and neither are synced to UDK, but they both seem to be a good match to…
I know I had a problem with baking normals in Blender once, the problem was that I had scaled the object (which is a no no in blender for some reason) and to fix it you need to reset the scale proportions by selecting the object and hitting alt-a to reset it. Then the green in the bake should go.
It's baking the Z fighting. Most of the green you are seeing is the underside of the faces being baked. Increase the size of your LP so that the Z fighting stops or increase the Bias value to the same effect. Only increase the bias in small amounts, as it's measured in Blender units and a value of 1 will tell Blender to…
used Xnormal again to make a bathroom tile texture, It came out excellent. I modelled the tiles with blender. Same technique as with the box above. I need to move on to more complicated models though, That's where the problems come in.
I could be wrong and that is fine, but I don't really know what to tell you. In my experience with baking in Blender, I rarely need to touch the bias or distance settings. The only time I use Bias is if I'm baking floating geo. It could be that I explode as much as a can to reduce errors or that I bake parts as separate…
well, I don't use blender, so look at this with a skeptic's eye, but it appears based off of that last screenshot, that your projection cage (in orange, if I am interpreting that correctly) is clipping through your HighPoly, which correlate with the majority of the artifacting in your normal map. The cage needs to fully…
Looks like I will probably have to edit both meshes to fix these issues, I still don't know exactly why so many artifacts are appearing. But at least I've now started learning how to bake maps with Xnormal. As you can see both the Normal and AO maps have artifacts. I'll try and model another crate/box and see if I get a…
I'm using Blender to model the high and low poly as well as Baking normal and AO maps. I haven't baked anything other than planes with details like floating geometry etc. But today I'm trying to bake a normal map out of this high poly crate which isn't working out too well. I've got artifacts all over the place. Those…
I tend to use a custom cage in xNormal because of the reliable and predictable way in which it behaves. 99% of the time it gives me a perfect bake and for the 2 minutes or so it takes to set up it saves me a ton of time in the long run. One of the other reasons is the way in which Blender handles smoothing groups. You have…