normal map troubles ( as usal :S ) xnormal seams

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Old 01 January 2013   #1
normal map troubles ( as usal :S ) xnormal seams

Hi guys,

i am trying to make a low poly environment model for a game engine however i am having trouble trying to get some good normal maps off xnormal.

I am using a hard edged low poly model, and trying to generate some soft edges from the high poly. But xnormal generates this black lines across the edges.



I do not know how to go about fixing this issue, at the moment only way i can fix this is by adding extra edge loops along the edges and generate a normal map for that model however they don't use those meshes for in game models.

Can anyone tell me how the pro environment artists maintain a low poly hard edged object with a soft edge normal map?

Thank you for reading
 
Old 01 January 2013   #2
You should add edge loops only on the high polygonal model. For the low res model, make sure you harden all those sharp edges before you send them over to do the baking.
 
Old 01 January 2013   #3
thank you i did just that, i think its looking ok from the inside, but the outside edges look dark, is this normal and ok before sending it to engine?

 
Old 01 January 2013   #4
They look dark because the lowpoly and highpoly match each other poorly. (the former is smaller than the latter)

Take a look at this picture (sideview of an edge)
http://img705.imageshack.us/img705/...ckedgeissue.jpg

Most of the time this can be avoided by using a custom cage in xnormal - but sometimes you have to go and add geometry to the lowpoly.
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Old 01 January 2013   #5
Originally Posted by DeadlyNightshade: They look dark because the lowpoly and highpoly match each other poorly. (the former is smaller than the latter)

Take a look at this picture (sideview of an edge)
http://img705.imageshack.us/img705/...ckedgeissue.jpg

Most of the time this can be avoided by using a custom cage in xnormal - but sometimes you have to go and add geometry to the lowpoly.


is it possible to add verts to the custom cage tho, because i edited the cage in xnormal, the cage has a few verts so unless i push it a lot it cover the entire high poly :S.


I do understand what you are saying though
 
Old 01 January 2013   #6
From the look of it, your hi poly's corners are really round. So those parts that show up black is because the surface normal is perpendicular to the camera view.

Best way to fix this is to keep the rounding around corners of your hi poly minimal. But if you really want them to be -that- round you're gonna need more detail in the low poly model too.
 
Old 01 January 2013   #7
Originally Posted by Kiyam: is it possible to add verts to the custom cage tho, because i edited the cage in xnormal


You edited the cage mesh in xnormal... dam I gotta get the new version:P

just remake or edit your cage mesh in maya to more closely fit the profile of your high res mesh. The extra polys shouldn't hurt.

You can make your mesh live and use the create poly tool to start the cage around the corners, that should help with the back areas on your map.
 
Old 01 January 2013   #8
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