Some baking problems... Pls help!!


#1

So i finished a sculpt in zbrush and polypainted it. Now am trying to use xnormal for baking maps to a retopo mesh but am having some troubles in the maps. I am unable to find any solutions so you guys with experience with these kinda problems have to be the guide… pls help with possible problems??

  1. check out the artifact in the middle of the leg (the largest uv shell in the image).
  2. ambient occlusion comes out to be too dark.
    normal map -
    occlusion map - https://dl.dropboxusercontent.com/u/44187443/Forum%20Troubles/pilot_bake__occlusion.jpg
    cavity map - https://dl.dropboxusercontent.com/u/44187443/Forum%20Troubles/pilot_bake__cavity.jpg
    diffuse map - https://dl.dropboxusercontent.com/u/44187443/Forum%20Troubles/pilot_bake__vcols.jpg

#2

The AO problem looks like it might be due to your mesh normals being inverted.

As for the normal maps, look over your UV mapping, because it looks like some UVs are overlapping. Either that, or you’ll need to make a custom bake cage (basically a copy of your low poly mesh that you inflate so that it covers all of the high poly mesh and makes sure it all gets baked.) You can add that to your low poly selection in xNormal.


#3

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