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Old 28-12-2011, 09:56 PM   #1 (permalink)
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mudbox normal not right



I'm trying to extract a normal map for a game weapon here in Mudbox 2012. It looks like it's reversing it and showing the edges of the low-poly mesh on the normal map instead of the all the details I've modeled on the high-poly. Any ideas?
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Old 29-12-2011, 01:56 AM   #2 (permalink)
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As outlined above I'm getting various amounts of detail depending on what resolution I extract the normal map out.
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Old 29-12-2011, 03:46 AM   #3 (permalink)
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Weird. Maybe u can try switch target mesh and source mesh. As normal map look like low polygon.
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Old 29-12-2011, 10:17 AM   #4 (permalink)
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Sorry I tried that to no avail.
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Old 29-12-2011, 10:24 AM   #5 (permalink)
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Here's the result of turning the smoothing off.
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Old 29-12-2011, 07:35 PM   #6 (permalink)
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The uvs on the main body part were flipped. Also the same for the orange area so ignore that. However for the light blue parts...is that an unwrap issue? Why is there a hard line separating the edge of my wrapping? Even if I flatten the normal with a solid color it still behaves this way. Thanks
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Old 30-12-2011, 05:17 PM   #7 (permalink)
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Looks to me like you need to separate your UV islands with hard edges/smoothing groups.
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Old 02-01-2012, 08:42 PM   #8 (permalink)
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Thanks,

This image here represents one of the most fundamental issues I have. It's like it's baking and but badly and I don't have a clue why.
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