nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
I'm sorry, maybe I just weren't clear enough. What I meant was that if I physically split the edges or use smoothing groups together with a cage (for both the physically split and smoothing group model) the result will be the same. In this scenario the cage was created before the edgesplit modifier is applied (which splits…
However I see a lot of people in tutorial simply create cage in xnormal Editor so cage hard edges are alwayslike hard edges low poly. This is the best workflow? Thanks
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…
Oops yea, my wording is off. Gradations like that get baked in all scenarios where the low poly geo creates that gradient. In an un-synced workflow the gradation may cause (severe)issues, less issues happen in synced workflows. Sorry about my bad wording.
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…
Hello peeps. I'm currently making an anime style character for a game, and i'm a bit confused regarding normal maps. So, do i even need normal maps when creating an anime character that will be toon shaded? Because, as it seems to me, all of the small details on these types of models are hand painted, and not made with…
So I use Blender for my regular 3D work and have no idea so as how to create a cage mesh for baking inside blender. I used topogun to bake out some textures as it gives me a cage option to tweak around and I solved most of the problems that I was facing (http://www.polycount.com/forum/showthread.php?t=124843) with topogun.…
Essentially, it's because the gradient doesn't have to be accounted for as strongly. Where a normal map is that light blue colour (R/G/B:127/127/255) it means that the normal points in exactly the same direction as the interpolated vertex normal at that pixel. So the more of that colour you have, the less the normal map is…
"Less extreme gradients which means you will get better, more accurate results when doing LOD meshes that share the same texture, as the normal map doesn’t need to rely so heavily on the exact mesh normals. You may need to have a separate normal map baked for LOD meshes otherwise, which uses up more VRAM." Excuse me what u…