Xnormal Baking Problem Polycount

by dinosaurse
Baking Problem Polycount
Baking Problem Polycount

Baking Problem Polycount Hey guys, i'm having this problem baking my maps in xnormal and i'm up **** creek if i cant fix it . the problem is the big green areas pointed to by the arrows and you can see the effect this has in realtime. I need some help with improving baked normal maps. i came across this problem while baking normal maps high poly >low poly, selective >active, in blender. it's shown in the first picture by the blue arrows. the vertical edges of the iron bars in the high poly mesh are flat quads.

Baking Problem Polycount
Baking Problem Polycount

Baking Problem Polycount So i'm following this tutorial on how to texturing xyz my head model, and im getting bad maps when baking in xnormal. as far as i understand…. My problem is that my dynamesh (and the original sculpt) has 0 divisions, sitting at 2.7mil on the dynamesh im unable to make guv tiles to make a texture map to bake high to low maps in xnormal. Instead of simply reducing the polycount of the entire model via decimation, a more suitable approach for this model would be to use rapidpipeline’s remesh and bake holes action. this action remeshes the entire mesh to a lower face count, generates new uvs and bakes the chain link details of the mesh into a texture with an alpha channel. There are some instances where you can have some sort of displacement graphics projected onto a high res mesh and that gets baked down, which require really preliminary uvs.

Baking Problem Polycount
Baking Problem Polycount

Baking Problem Polycount Instead of simply reducing the polycount of the entire model via decimation, a more suitable approach for this model would be to use rapidpipeline’s remesh and bake holes action. this action remeshes the entire mesh to a lower face count, generates new uvs and bakes the chain link details of the mesh into a texture with an alpha channel. There are some instances where you can have some sort of displacement graphics projected onto a high res mesh and that gets baked down, which require really preliminary uvs. I'm looking for some help, about a baking problem. i have some weird distortions on my normal map, my occlusion is wrong also, and my cavity map, is just full of black x x. Xnormal is slow (cpu based) and generally a pain to use. you can still get good quality bakes out of it, but you'll spend more time setting them up and waiting for the bakes to render. xn is missing a lot of features and map types that you would expect from a baker these days as well. The cage is a mess but it is still representative of what the bake is doing, then you only need to go in and fix the problem areas by making sure the cage isn't overlapping unwanted geo. You should avoid changing the uvs after baking the normal map, because rotating or mirroring uvs after baking will cause the normal map not to match the tangent basis anymore, which will likely cause lighting problems.

Baking Problem Polycount
Baking Problem Polycount

Baking Problem Polycount I'm looking for some help, about a baking problem. i have some weird distortions on my normal map, my occlusion is wrong also, and my cavity map, is just full of black x x. Xnormal is slow (cpu based) and generally a pain to use. you can still get good quality bakes out of it, but you'll spend more time setting them up and waiting for the bakes to render. xn is missing a lot of features and map types that you would expect from a baker these days as well. The cage is a mess but it is still representative of what the bake is doing, then you only need to go in and fix the problem areas by making sure the cage isn't overlapping unwanted geo. You should avoid changing the uvs after baking the normal map, because rotating or mirroring uvs after baking will cause the normal map not to match the tangent basis anymore, which will likely cause lighting problems.

Baking Problem Polycount
Baking Problem Polycount

Baking Problem Polycount The cage is a mess but it is still representative of what the bake is doing, then you only need to go in and fix the problem areas by making sure the cage isn't overlapping unwanted geo. You should avoid changing the uvs after baking the normal map, because rotating or mirroring uvs after baking will cause the normal map not to match the tangent basis anymore, which will likely cause lighting problems.

You may also like