Hi! Im stuck and cannot progress further on my project. I need to bake 128 sided cyllinder. My lowpoly has 32. I tried adding support loops scaling highpoly so it completely encapsulates the lowpoly, cages, different software but i cannot get rid of waviness at the bottom. What can i do? Is it even possible? My colleagues…
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…
Yes, non-negotiable. If you use average normals you will overide the lowpoly mesh normals and get errors when you apply the nm to your mesh. No, you don't have any restrictions on your lowpoly, this is why its important to use a cage. If you don't use a cage, hard edges on your lowpoly will result in seam errors in the…
I am still getting seams with caged baking exported from Blender 2.69 RC to XNormal. 1.) UVs are set up correctly with a lot of padding space, hard seams are in place 2.) Lowpoly serves as slightly scaled up cage 3.) Lowpoly and cage have only ticked "Selection Only", "Include UVs" and "Smoothing Groups" 4.) When importing…
When you bake normal maps, they will be associated with the actual geometry normals, so, if you triangulate your mesh afterwards, you will destroy the normals direction on which was based the bake, resulting in useless normal maps. You have to triangulate only your lowpoly mesh.
Your lowpoly should be the exact size as your high poly, not larger. Triangulate before you bake. Set your hard edges to your UV islands. Use as few UV islands as possible, the entire left and right side of this object could each be 1 uv island for example.
yeah, you move both the lowpoly and high poly elements away from each other (usually with keyframes in your 3d app) to avoid intersection errors, after you bake, move them back (which is why the keyframes are helpful). Basic concept explained here: https://www.youtube.com/watch?v=bgYoXF6QmWw
Bit of a pedantic remark, I know, but I just wanted to point out that this isn't accurate, as I understand it. Syncing has nothing to do with whether or not there are gradients in your normalmap,they're there to counteract lowpoly smooth shading interpolation - the only issue being that compression artifacts and tangent…
The lowpoly should match the size as closely to the highpoly as possible (this usually means that it will be a little smaller in some areas, and a little bigger in others). No need for it to be bigger than the high (this is one of the things the cage does). The rest of your workflow seems sound, though you may want to…
Not sure that is entirely correct, though I'm not sure why you would ever have a cage mesh that doesn't have uvs. You're making the cage mesh from the lowpoly, right? Not some random other mesh? Generally, your cage needs to match the vert order exactly, so exporting without uvs is probably going to mess it up in something…