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Old 15-11-2011, 11:18 PM   #1 (permalink)
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[SOLVED] Normal Mapping Problem... Pls Help!

I am trying to bake a normal map for my ak47 pistol grip and i keep getting "ray misses," but i cant seem to figure out why. my cage completely encompasses the high poly, and all my settings seem to be fine

render window


PNG output


ok so this was totally driving me nuts waiting for responses but ive been taking it upon myself to figure this thing out because i couldnt find anyone having the same problem as me anywhere on the internet and i guess all it was is that i was adding a projection modifier before the "render to texture" command, which automatically adds one instead. So when i was adding my own projection modifier, i guess it was causing alot of problems

Last edited by KrAyZiE; 17-11-2011 at 03:15 AM. Reason: solved
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Old 16-11-2011, 06:11 AM   #2 (permalink)
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Could you post a picture of the cage? I'd try baking it in a separate app like Xnormal, exporting the cage from max and seeing what result it spits out : )
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Old 16-11-2011, 06:47 AM   #3 (permalink)
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how it looks in 3ds max



heres what xnormal spit out:



after a series of tests im pretty convinced that it is my computer and not any settings or what not.... ive tried normal mapping a PLANE and it just came out red so if anyone wants to try and see what the problem is i attatched the max file
Attached Files
File Type: zip WASR-10 normal mapping.zip (43.4 KB, 0 views)

Last edited by KrAyZiE; 16-11-2011 at 10:06 PM. Reason: broken zip file
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Old 16-11-2011, 11:47 AM   #4 (permalink)
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Are you by any chance baking with MRay? If so, you have to hide the Lowpoly (hide all faces via an additional edit Poly Modifier below the Projection Modifier, not the object itself), lest MRay will see the Lowpoly and give you these raymisses.
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Old 16-11-2011, 06:53 PM   #5 (permalink)
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i was using the scanline renderer
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