Tuesday, September 13, 2011

My First Victory against Normal Maps!!!

I finally got a result that did not display those horrible black edges!!!  It was a combination of setting up a cage in XNormal, finding out that max uses X+Y-Z+ swizzle in the tangent space (although I was fixing the green channel in PS anyways before I knew this), and that the low-poly cage had to be pushed to the point where the high-poly is covered.

This is the result I baked straight out of XNormal, I didn't edit anything in PS.

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