Just to outline it: 1. Export your UV'd low poly and your high poly thats polypainted as .obj (UVs on HP don't matter). 2. Plug both into xNormal in their respective sections and check "Bake highpoly's vertex colors" box for baking - make sure to uncheck "Ignore per-vertex-color" on your high poly. 3. After you bake that,…
For some reason i have got black parts on the object when I apply the normal maps. I'm guessing this is from the normal map as there are no other textures applied. Here is the highpoly. And what the cage looks like. It is all a simply bake really. The texture size is 2048 x 2048, and below is the template.
Hey, I got a question about getting zbrush materials on a game model, so here goes: I have a low and high poly model that I export to xNormal to get my normal and AO maps. The low-poly is UV unwrapped, of course. Now the high-poly model is unwrapped too because I also create a texture map inside of zbrush that has the…
"I need this model render ready. Is there way to fix this while exporting out from the cad software?" If you are able to get exports in a format that supports explicit vertex normals, e.g. fbx if the CAD software or converter can write the normals correctly, there's a chance minor inconsistencies like that won't show up in…
-Hard/Soft edges have to do with rays and angles at which your normal map is being baked/projected, Summed up: 90 degree edge + harden edge + Split UVs = normal map has less gradients (better results for generating cavity map) and less visible seams. 90 degree edge + harden edge + Sewn UVs = normal map will have seams in…
Hello! I am working on making a pair of FPS arms for a class and I am currently working on baking the highpoly zbrush sculpt onto the Lowpoly model that I made in Maya. When I do to bake it the areas that are close together appear to be picking up inforomation from the spot next to it. I do not know what to do to fix it…
yeah, in Blender 2.8 you don't need to do hi-res model at all , just apply bevel node to a normal map material input and bake to normal map. Only disadvantage is Cycles baker ignores edited normals. Same I think could be done in last Arnold already. I tried it in Max last week . Only issue Arnold does it as world space…
UV's are supposed to be only green at the seams and not everywhere (especially thick like that) so this could be the case, although your model did bake out the normals fine, so that confuses me. Honestly, I would suggest XNormal (it's a load and on click bake affair) or 3DS Max as dustin said. If you want, you could also…
It looks like the top two areas you've are standard pixel padding, nothing at all to worry about (pixel padding is good). What does the normal map actually look like on the mesh in 3d? Generally its pointless to look at a 2d normal map and try to point out "errors", you've gotta look at applied to the actual mesh. For…
what i do is once I have my final low poly ready to export. go into vertex mode, select all the verts and hit connect. too triangulate your model. then export (sometimes you have to unify the normals using edit normals modifier. after that use the push modifier to get the cage distance right and export. that will keep your…