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primativ
02-25-2011, 09:26 AM
I am having trouble with baking my normal maps. http://i16.photobucket.com/albums/b22/primativ/maxscreen.jpg

The settings above produce this map

http://i16.photobucket.com/albums/b22/primativ/lowpolysteednormalsmap.jpg
and this render.

http://i16.photobucket.com/albums/b22/primativ/maxrender.jpg
Has anyone had a similar problem?

EarthQuake
02-25-2011, 09:37 AM
Does your cage encompass your high?

primativ
02-25-2011, 10:43 AM
Earthquake- I believe it completely encompasses the high poly.

Here is the max file if anyone has the time to check it out for me.

http://eelmonkey.com/lowandhighpoly02.7z

Thanks

SaferDan
02-25-2011, 10:45 AM
I dont have max but you dont have UVS on top of each other do you?

primativ
02-25-2011, 10:54 AM
I do actually the left and right halves were mirrored and welded with only the heads being unique.

Ruz
02-25-2011, 10:56 AM
I get this where I have mirorred uv's and accidentally welded everything together
if you haven't welded anything ans its still happening, you can change the 'w' value to 1 on one of the uv shells. ie they lie on top of each other, but one is separated by the w value.

SaferDan
02-25-2011, 11:05 AM
when this happens in maya you make sure no UVs are on top of each other so you take the mirrored UVs and take them out of the 0-1 uv space and then bake!

primativ
02-25-2011, 12:34 PM
Ruz, SaferDan- Thanks for the help, it now works perfectly. I had already welded the objects so I had to go into edit poly and select one half of the object and apply its own uvw unwrap. In the uvw editor I moved the uvs slightly to the left. I then applied the projection modifier and now it works.

http://i16.photobucket.com/albums/b22/primativ/lowpolysteednormalsmap-1.jpg

SaferDan
02-25-2011, 12:39 PM
awesome im glad its working :)