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Old 17-03-2010, 08:00 AM   #1 (permalink)
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Normal map Bake problem

Hi,

I brought the Damage pillar tutorial, anyways im trying to make it in Maya 2009 im using Xnormals

but im having some problems with the normal maps, they seem to overlay on each other

i think the pictures will illustrate my problem better:







please help
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Old 19-03-2010, 11:49 AM   #2 (permalink)
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Are you talking about the seams overlaying? I've never used xNormal, but it's likely that they dilate(bleed) the edges to help with mip mapping. If your uvs are too tight, you will see them cross over each other.
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Old 19-03-2010, 01:15 PM   #3 (permalink)
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Are you using a cage when you bake your normals? you could try that. Or try arsing about with the maximam frontal/rear ray distance.

If maya can handle it, try baking from there instead. I find I get better results when I bake normal maps in maya rather than Xnormal.
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Old 19-03-2010, 05:36 PM   #4 (permalink)
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You need to either:

- Move the high and low poly wheel to the side so that it does not interfere with the pipe and socket mesh

or

- Create 'blocker' mesh that sits between the wheel and pipe/socket which blocks the rays (look it up in the Xnormal manual)

or

- As Craig says create a cage

Personally I find it quicker 'exploding' the meshes to avoid baking overlaps
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