I constantly get problems with cage->lowpoly obj when using xNormal. I get warning that vertex index at some face in cage doesn’t match correspondent one at lowpoly object. I read at internet that this is caused because my cage doesn’t have same number of vertices ex. not same topology.
I found 3 tutorials about xNormal and Blender. They all use cages, and I followed them to create my own cage. After I copied lowpoly to creat my cage, i only used scale and moved few faces to cover high poly model (no extrusion or things like that). I managed to make it working for some simplier objects (like crates or so).
Can i somehow make cage easier, or improve my skills with some good tutorials. And i saw that i can bake without using cage, what are cons of that?
You have to triangulate both the low-poly and cage in blender prior to baking. If you transform your non-triangulated cage and then triangulate it you will likely get different vertex indexes for the low-poly and the cage, therefore xNormal will argue. When your low-poly is ready, triangulate it (Edit mode->Select All->Ctrl+T), copy for cage and balloon it over the high-poly. This is the workflow I follow.
I wonder why Blender change vertex indexes after triangulation if I just scale my quaded mesh without changing the topology of the original, low-poly mesh? Is there any way to prevent Blender from changing the vertex indexes?
Thanks for help. I can’t recall correctly now, but i think i did the way you said. I made low poly, add triangulate modifier, and then copied it to make cage, but i’m not 100% sure. I lost that models i experimented with, and i currently don’t have time to play with it yet.
I’m not sure was this causing any problems, but i kept triangulate as a modifier, i never applied it, so maybe modifier is trying to retriangulate after you do some changes to cage.
As for your question, i can’t really help you, i am quite unexperienced in whole Blender and 3D field.