How can I avoid getting undesired normals?I've just made a chest and I'm getting this undesired stuff>pic related
Wireframe if it does help.
Are the uv's overlapping where that lock is. I would do an exploded bake, do those locks and rings separately and combine in photoshop.
Uvs look fucked, possibly baked wrong.
reduce raycast when baking
>>516491>>516487Baked using Xnormal
>>516500So how do I change raycast
>>516479As with literally any other artifact problem during baking:USE A CAGE.
>>516509This doesn't work for me
>>516479Either UV's are poorly mapped: they are overlappingorCage is shit
If 3ds, clone model > push modifier > 0.3 > export as cage.obj > add to xnormal > bake > good normals
>>516479as other anno said ray disatnce or cagegoogle normal projection cage to understand hwo it worksbasically what the program doues is inflates the mesh by an amount, pretty sure xnormal had an option to see teh cage in their sucky ass viewer, so you can actually tell if its not too bog or too small and dosnt rab the high poly basically if you see double geometry, your cage is too big, if you see gray spots on normal map you cage is too smallyou should also google blowing up a model for bake, you jsut move eahc part away on a dublicate so no geometry interference happens
>>517804but normals are undesired
Still, can't get good normals.Is the uw unwrap done properly?Here is the link with the max file>tinyurlcantnormal
>>518189tell them to get out?
>>518190Could anyone please check my uvs, I think they are correct but I'm not a experienced 3d modeler.
>>518265Th problem is not just the uvs, you gotta do an "exploded" bake.Baking is pretty simple, just read EVERYTHING in this page and you will master it:http://wiki.polycount.com/wiki/Normal_map
Explode your model when baking, just take each part that is overlapping and not part of the same mesh, and then move them away from the model THEN bake.
Ignore Back faces when Baking