Alright, after plenty of reading around polycount, I cannot figure this out worth my life. And I figured I better make a thread so it is consistent with my model and such.
So I've sculpted some wooden stairs, here:
So, onto the problem. I've baked down to this lowpoly mesh:
Now, I've got smoothing group splits where the seams are, and matched them up accordingly.
Now, the result in cryengine:
As you can see, the light is directly in front of the model, yet parts are shaded, and obviously we have artifacts here.
So, what I decide to do is make everything hard edge and seperate the Uv's, and this is the result, which fixes that ugly thing but it gives me different errors:
Now, is it because the mesh is too low poly?
I still don't quite understand the smoothing group to normal map relation. And honestly, I've experimented so much, I just want to be sent in the right direction.
So what should I do?
Replies
Looks like those highlighted faces are all the one smoothing group, un smooth these parts should fix it.
Also looks like one of your channels are flipped in cryengine. I would assume green. this might be causing it.
My staircase for the challenge is about 1500 tri's, most of my boards have double and triple bevels, just because i didnt want to fool around with fixing baking errors, and besides thats not that much for 1 asset.
heres a semi close up of my stairs
You're obviously doing the same as I did, you have 2-3 unique steps, and the rest is uv'd separately. (I have 5 unique steps) your problems areas are in the large support beam on the steps. Where you have an angle cube, basically, in theory if you set up your smoothing groups up right, It still should give you a *decent bake.
This is how mine are setup, obviously where i have soft edges there is a quad bevel and where they are hard, is a separate UV island and hard edge (where the seams are, a different smoothing group)
and the normal map, some photooverlay wood detail in there as well
most of my model used smoothed smoothing groups (maya and max is different, im maya) so the double and triple bevels were appropriate to get clean bakes.
You'll want soft edges where uv's are connceted and hard edges where they are not, typically, however if you have enough geo, you can often get away with softening the entire model, it all depends on how high or low you want go go. Also, instead of beveling edges you can add supporting edge loops to your lowpoly ( the same principle as if you were doing a hp sub div model) this will change the way your normals behave, giving you a cleaner bake
both those cubes have the same silhouette, with one smoothing group (all soft) except the one on the right has supporting edges to make it appear more hard...
in the end its all just how you want your model to be really, i recommend checking the wiki as they have more than enough info on the matter.
Also, triangulating your mesh before baking may also help, and will definitely avoid issues.
As you can see, in your model, there is still some weird shading on the bottom edge where you have your geo smoothed, but since the angle at which they are smoothed is so harsh it is still black and weird. You probably need hard edges and UV splits in these areas.
I hope my drunken rambling helps haha...
If you don't want to do that, then bevel the edge or add support loops.
For more information, please take a gander at the Sticky related to Normals.
is the result of the projection splitting at your smoothing splits. If you are baking in xnormal you need to use a custom cage (either imported into xnormal or made inside xnormal) to get the projection to work correctly.
If you are working in maya you can select your cage mesh and average the normals before hitting bake.