Artefacts Problem with Xnormal
Hello ,
Hello , I am trying to bake a normal map in Xnormal ...
this is the process I am doing ...
I modeled my high poly version , then retopologized a new model over it with topogun , imported in 3dsmax , fixed all seams arranged the textures and uvmaps on a doubled side area along the X axis so to have adaptation to a texture sized as 4096 x 2048 in x y ....
now when I exporet the model I restretch the texture uv to a single quad so that the OBJ has the coordinates on a single quad .. .in Xnormal then I recreate the correct proportions for the textures ...
all seems coming fine apart from some internal portions of the mesh baking ... as you can see in this picture there are strange artefacts and weird stretching I dunno where they coudl come from because as you can see in the sidened image all is finely even in checker pattern ...
what do you think coudl be the problem and how coudl I fix?
thanks for any kind answer ...

Hi if anyone is kind enough to give a try at this download coudl perhaps tell me whats wrong in the backing process?
I uploade high and low poly ....
http://www.sendspace.com/file/bo7csd
Here is a picture ofthe model inside Xnormal ...

from left to right
both high and low poly model in place
low poly model only
the problem visible in interior parts of the gown ...
Apart the previously exposed questions on this problem ...
how can I do also to increase the Depth of the normal maps to look more like the ones in the high model?
Have you setup the cage to limit the ray's distance?
When I tried to setup the cage I got even worst results so I totally abandoned the cage sysem I have tried all possible ray distance tough in the low poly settings , but didn't help ... Any other solution?
Also I am getting always crossface projections that is quite annoying ....
Try exploding the model






Here a picture of the unexpicable problem in backing as you can see a piece of the border comes into the normal map texture on the inside , but its far and I have no idea how can get to there ...