I’m trying to wrap my head around displacement maps, anyone know why the faces are outlined in this displacement map I baked out of xnormal?
xNormal assumes you’re baking out a displacement map to apply directly to the lowpoly. Have you tried applying this map to a lowpoly mesh and seeing the results?
Yeah it’s not looking too good:
I want to subdivide the low res model and displace the surface to recover the detail of the sculpt. Only reason I’m baking a displacement map, those artifacts seem odd to me. You want the high res mesh to displace the low res mesh, why would you ever want those hard edges in the map?
Is there some way to get rid of them?
Ok after some further investigation I figured out how to redo the sculpted mesh with a displacement map. For other people who might need help with this:
- Bake your displacement map in the program you’re planning to displace the low res model in. It is a mistake to bake displacement maps in xnormal.
- In your program subdivide the low res mesh until it has the same amount of polygons as your high res mesh.
- Select your original high res mesh first then your subdivided low res mesh.
- Hit bake and you should get a perfect displacement map that will ONLY work inside of the program you’re using.
Blender the program I’m using has no fancy smoothing filters but it does the job. Xnormal would be great if there would be presets for generating the maps for certain programs.