Xnormal baking ALL map types as i do diffuse?


#1

Hello

I had a scan, few milion polygons, i “converted” this (retopo etc.) into a lower poly version of 10 000 polygon and Diffuse, Displacement (32 bit EXR) and Normals maps (the “standard one” - purple-ish :slight_smile: ). I deleted the original scan.

Now i “discovered” that i would like to have also even lower poly version of this asset, (around 1000 polys lets say).

I have done retopo on the 10 000 polygon mesh (which is the only one i have, i dont have anymore the original scan (mesh or anything else)). And i have “re-bake” the Diffuse map from the 10 000 poly mesh (of UV layout 1) to the 1000 poly mesh (with different UV layout of course - UV layout 2). The diffuse map was “re-baked” (is this the correct term?) succesfully. Now i want to “re-bake” all the other maps from the UV layout 1 (10 000 poly mesh) to the UV Layout 2 (1000 poly mesh). I have Displacement map (32 bit EXR) and Normals map (8bit TIF), but my question is in general and extends to “any” (almost) other map type (PBR or None-PBR map types) - Reflection, Bump, Normal, SSS map, Curvature map, AO map, Cavity map, Albedo, Metalness, etc. etc. 8, 16 or 32 bit regardless ).

My question is:

Can i rebake “all” these different map types in Xnormal as simply as loading them in as the “Base Texture” for the “High Definition Mesh”…? Without adjusting or setting anything else…? (cause it was as simple as this with the diffuse texture…)?

I know that when i bake normal map i have to “tick on” the “Base texture is a tangent space normal map”, but “ANY” other map (even the 32 bit EXR Displacement) can be baked as easily and with the same exact workflow/settings/options as was the DIffuse map?

Thank you


#2

It’s not possible to rebake normal map from one decimated model to another. Normal maps use 3 channels to substitute X, Y, Z axes. So if a lowpoly geometry has an acute angle, and hipoly doesn’t (it has a rounder edge, for example), it will create an abrupt transition of colors on a normap map to compensate for it.
Also normal maps are dependent on angle of lowpoly geometry, so if anything comes to an acute angle on lowpoly geometry, it should be cut on a uvw map.
Also lowpoly version has to have smoothing groups.
I’d say try to re-scan the model, and re-bake the normal map.


#3

Im not sure that you are right… i believe this handles the ticked option " “Base texture is a tangent space normal map”"…? Why otherwise would it be there…?