Polygons layers and normal map

6 replies [Last post]
User offline. Last seen 1 year 42 weeks ago.
Posts: 5

Hello, I have got a lot of problems to generate a correct normal map with xNormal. Mainly on the jacket and the handles of my character (one mesh). The body is projected on the jacket, and for the handles only the center (no polygons below) is good. I have used a cage (without it is worse).

The red rectangle above with Maya (lower subdivision level) :

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User offline. Last seen 1 hour 33 min ago.
Administrator
Posts: 4197

Try exploding the mesh. By exploding, i mean separate the pieces (body, head etc.) and then move them (LP and HP) so they are a good distance away from each other. This should help Smiling

Clickie

User offline. Last seen 1 year 42 weeks ago.
Posts: 5

Thank you for the idea, it works, but now I have exactly the same problem that with the export of ZBrush, some rectangles are appeared (but the UVs are merged).

An object space normal of ZBrush gives this :

There is holes but I don't understand why.

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User offline. Last seen 12 hours 19 min ago.
Posts: 612

Explode the mesh or use a cage.

 

About the faceting artifact, pls sure you defined and exported well the smoothing groups. Checking in the "Merge" option in the ZBrush's OBJ exporter may also help.

 

Another possible cause might be that you forgot to erase an old mesh so it's z-fighting due to coplanar polys.

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http://santyhammer.blogspot.com

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User offline. Last seen 1 year 42 weeks ago.
Posts: 5

Thank you for the response. In ZBrush Tool::Export the buttons Qud, Mrg and Grp are selected. The mesh is exploded, I have used a cage, and there is no old mesh.

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User offline. Last seen 12 hours 19 min ago.
Posts: 612

Is the cage covering completely the highpoly mesh? Can you post an image of your cage in xNormal, pls?

Or send me the mesh, I'll take a look.

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http://www.xnormal.net

http://santyhammer.blogspot.com

http://www.ratgpu.com

User offline. Last seen 1 year 42 weeks ago.
Posts: 5

I have dived again in this problem and corrected some inverted normals but no change, this is the cage :

And the low poly mesh.

Tell me if you find an solution. Smiling

 

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