
And as we mentioned before the low poly mesh is literally acting as a cage.

The way xNormal bakes the normal map, the rays that are cast are coming in a perpendicular direction from the low poly mesh, meaning that is only capturing what it displays in the low poly mesh.

In this tutorial we will explain what they are, why they happen and what to do to avoid them.Īs common logic the low poly mesh that is being used to render the high poly box is exactly the same size as the high poly mesh, but xNormal uses the low poly mesh as its rendering cage and there lies the reason why these errors occur.

Many times after rendering out a normal map in Xnormal, applying it to the low res mesh and looking it in Cryengine you have normal map seams like in the picture below.
