- To familiarise myself with Z-Brush once more as it has been a while since i had used it.
- To bake out a normal and Ambient Occlusion map.
- Experiment with XNormal.
So i began to do this and after having alittle play about with ZBrush i decided to take my High and Low Poly Mesh's into XNormal.
Following some tutorials on the site i found XNormal really easy to use and i thought everything was going great. I baked out the Normal map really easily no problem and i also baked out the Ambient Occlusion. (I have to say that the Ambient Occlusion that it produced was way better than the previous Ambient Occlusion i produced in 3DS MAx itself.)
However things did not run smoothly, when i applied the Normal map to my lower poly model the Normal map did not seem to work properly and i wasn't happy with the way things had turned out. (I'm sorry i haven't got any images to show the result as i accidentally deleted the Normal map that i produced by accident).
After thinking things over i believe that the error was occurring because when i produced the lower and high poly meshes i deleted all the straps and fine detail on the lower mesh and this is something i shouldn't of done. I could be wrong on this maybe i was doing something in 3DS Max I'm not entirely sure. So this got me thinking??
did you invert your green chanel of your normal map? for some reason xnormal seems to bake the green chanel inverted, that's what screwed up my normal maps...
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