Hi -
I'm running into a very weird behavior with normal map baking. See the image below.
First the hipoly, lowpoly and tangeant space normal map so you can see what I'm working with.
And below that you can see the unexpected result I get when applying my normal map. Broken shading circled in red.
What are these shading errors and how to I resolve this?
I started from a hipoly zbrush mesh. Decimating in zbrush with decimation master. Calculating normal map in xnormal.
I've done everything I know to do for technically correct baking - hardening normals at UV seams, working with a projection cage, etc.
The low poly mesh and the normal map seem fine. But circled in red below you can see weird "inversions" I'm getting on certain faces. Those inversions are certainly not visible in the normal map.
There's no sign of them in the untextured shading of the low poly either.
What could possibly be going on?
I've been looking into everything I can think of. Honestly at this point I am just guessing and grasping at straws!! I've done a fair amount of normal baking before but running into this artifacting on several objects and I think I'm running into the limits of my knowledge.
I'm using maya 2013 x64, on win7 x64.
My GPU is a Geforce GTX 680.
Zbrush 4R7
Xnormal 3.18.4.37652
created
Jan '16
last reply
Feb '16
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