Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
hmm seems like ur normals are splitting based on ur UV clustures. Either way post some nomral map pic and ur UV layout pic so we can better see what is wrong.
Hey Hanpan, Here's the process I use, assuming I have my low poly mesh finalized and exactly the way I want it... Within Maya 1) Make SURE you're using ALL quads. This is important because Z subdivides every edge of your model by 2, each time you click the "divide" button. Having tris etc can produce weird results that…
Hey guys, I've recently been having this issue with normal maps, especially this object in particular. The wireframe is showing up on the normals. Skull_LOWNormalsMap.jpg I asked around, and people usually say it has to do with the Low poly smoothing groups, BUT I've tried exporting both verions of my low poly (1 with…
Yesterday I started to make a new prop for some school project and got some issues when I tried to bake the Normal Map from Zbrush. This is the object I'm trying to create (with a Concept Sketch here): This is the 'complete' model. This is the part I made for the UV so I could just copy the other half and one of the 'legs'…
Hey folks, so i've been having a problem while making my 3d models is with the normal map. Honestly I have no clue how to make a good decent normal map
every time i try to bake a normal map with my high poly and low poly, it always manage to do it incorrectly
kinda sucks cause it's the only issue I have, if i can fix this,…
Hello all! Now i'm modelling the M320 Grenade launcher and i' ve almost finished with hipoly model and lowpoly model and now i'm preparing to make UVs. And before doing that i need some clarification in a couple of questions. 1. How to deal with normal maps? If i'm right then i need to: | make different smoothing groups…
In an abstract sense a normal map is supposed to be unique for whatever mesh (I specify mesh rather than geometry to include the UVs and smoothing) it was baked from, and so is entirely dependent on the details in that mesh. However as stated above, programs can vary in the way they bake and render the normal maps,…
It looks like either your high poly or low poly doesn't have proper smoothing groups. Be sure to soften normals on your model in Maya before exporting, and for your high poly you can just set the Smooth normals column in xNormal to Average Normals.