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Old 09-16-2012, 01:12 PM   #1
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Tomas Landberg
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Best way of baking normals?

I've sculpted a hand, and now comes the point of baking the normals, but it's not working out quite as I'd hoped.

Basically, my problem is this - Even though the fingers are spread nicely and my UV map is done properly, when baking normals in xNormal the portion of the map between the fingers gets massively messed up. I've tried scaling the lowpoly model (as in moving each vertex along it's normal) both up and down, ending it up either completely inside or completely outside the highpoly sculpt, but to no avail.

So, is this a problem inherent to xNormal (and in that case, what app would you recommend to do the baking?), or a setting that I'm missing (like a scan depth), or am I doing something fundamentally wrong with either my high or my low poly model? Is there a trick to specifically baking normals for hands, like chopping the fingers off and baking the normals for them separately?

My mesh and sculpt overlaid, and the UV-map, for your evaluation:

http://i.imgur.com/Tv1ea.jpg

 
Old 09-24-2012, 03:34 AM   #2
Kanga
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Well that is a pretty hi poly hand you have there. You could probably bring down the count by using displacement and normal maps

xNormal is till now the best way to bake because you can put your low and hi poly models on disk and bake them from that location without even having to have them open in an application. That means the crazy hi poly zbrush model can be used as a reference. I am pretty sure you need two versions of a model to get maps though. I only do this for game models so I always have a very low poly target model.

You have to mess with xnormal a bit because it can do so much it has a lot of settings. I have some dvds with tutorials on them that use both max and xnormal and keep settings for reference but dont have them with me. If you dont receive answers here try polycount. I would try to solve this because it is really worth it.
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Old 09-24-2012, 03:34 AM   #3
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