Content Dev:CC Normals Bake

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Revision as of 23:52, 21 November 2017 by Chuck (RL) (Talk | contribs) (Basic Workflow)

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Main article: CC Content Development.

The Current Problem

Lax normal implementation for general props in iClone will have no problems. However, when the same normals implementation is applied to a skinned mesh and brought into iClone, problems do occur. This is because normal recalculations inside iClone will result in shading artefacts.

  • Before the application of skin weights.
  • After the application of skin weights.

Particularly obvious are the concave shading effects on the skinned mesh. Working backwards to fix the normals for the skinned mesh will, in turn, cause shading problems when applied to a prop. Continue reading this article to acquire the know-how for creating normal maps that is compatible with both props and characters inside CC and iClone along with any other major third party 3D software.

Normals Baking Process

Basic Workflow

Prior Problematic Workflow

  1. Align the high and low poly geometries.
  2. Completely smooth the surface normals for the low poly geometry as a single smoothing group.
  3. Create the offset cage.
  4. Bake the normal map from high to low poly.

Latter Adjusted Workflow

  1. Align the high and low poly geometries.
  2. Apply appropriate smoothing groups to the low poly mesh.
  3. Split UV seams along hard edges according to the smoothing groups.
  4. Create the offset cage.
  5. Bake the normal map from high to low poly.

Important Steps

Smoothing Groups

UV Seams Separation

Using xNormals SBM Format

Cautionary Points

Inter-application Mesh Transfer

Issues with Under Optimized Mesh

Subdivisions for Substance Material

Quadrangulation Issue

Test Cases