Did you read what Eric Chadwick had to say? He's right on about it. Read that whole sticky thread he posted (most notably, the posts by Earthquake), and that'll fix your issue.
It isn't so simple as hardening the edges. You have to harden them before baking, and use an averaged cage instead of xNormals default ray projection.
Did you read what Eric Chadwick had to say? He's right on about it. Read that whole sticky thread he posted (most notably, the posts by Earthquake), and that'll fix your issue.
It isn't so simple as hardening the edges. You have to harden them before baking, and use an averaged cage instead of xNormals default ray projection.
I read the sticky.I hardened edges before baking and use an averaged cage.Artefacts are the same
I harden edges before baking and use an averaged cage in xnormal.The same effect I reach with maya baking.I use geometry normals and 1 smoothing groop(no hard edges).With both these ways of baking I dispose of artefacts but get the bending effect.
That's the result of an averaged cage projection. To fix, you could either edit the cage, or add one or two loops at the area with the error to 'smooth' out the projection there.
I make hard edges there and split uv. Why we can see a seam?
Three possibilities:
1. Maybe there is not enough padding between the shells.
2. Maybe you did not use an averaged cage, so the corner is being missed in the bake.
3. Maybe the display is not synched to the baker. This is the most likely problem.
I heard that a tesselated version of the low poly can give better result.
But how can I preserve my smoothing groups?
They dissapear when I smooth(tesselate) the low-poly
No, a tessellated version will require the tessellated version to display, at which point it's not low poly anymore, Normal Map rely on the final result to be exactly as the mesh you used to bake on be, changing that mesh will destroy your normal maps.
If you really want to use a a HP mesh bake process, then I suggest taking a look at HandPlane right here, in the forum sticky, but that's a different process.
I'm not sure exactly what problems you're having, but from the looks of it, your UV shells are not normalized (some pieces are bigger then others, so you will resolution banding around the seams). Also, I think you're zooming and focusing too much on a seam that doesn't matter in the bigger picture, not many people are going to bother checking that small detail up close and personal, especially once the other textures are thrown ontop.
No, a tessellated version will require the tessellated version to display, at which point it's not low poly anymore, Normal Map rely on the final result to be exactly as the mesh you used to bake on be, changing that mesh will destroy your normal maps.
if he is using handplane he can tesselate in his 3d app, bake object space map, export the proper low poly, bake in handplane using the proper low poly and import into the engine. This will remove all floater skews and will look correct in game.
If you are not using handplane you can add geometry near the floating area so the projection isn't as skewed.
My first problem is bending, not seams.And I want to get rid of it.
My friend always uses a tesselated version of low poly to bake maps.But he works in Max.
And I don't know how to tesselate and remain the same smoothing groops in maya.
When I tesselate all edges become hard.
In the maya docs it is written that for this purpose you should check the "hard edge" option in menu smooth. I tried and it didn't work.
Add geo or modify vertex normals to the bake the normalmap properly (additional geo or vertex normals will fix the smoothing glitches), then remove additional geo from the model but keep your uv's correct. You can make 3 meshes in this workflow: low poly (proper uvs), low poly + support edges/edited normals, highpoly for bake normal map
Thank's It can help. The tesselated version is similar to the one with supported edges(different topology but the same uv).But to tesselate is faster than to add support edges. So if anyone know the way of transfering smoothing groops in Maya, write please!
Replies
Handplane offers a good workflow for clean results.
http://www.handplane3d.com/
Also read the sticky:
You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
It isn't so simple as hardening the edges. You have to harden them before baking, and use an averaged cage instead of xNormals default ray projection.
Understanding averaged normals and ray projection/Who put waviness in my normal map?
I make hard edges there and split uv. Why we can see a seam?
Three possibilities:
1. Maybe there is not enough padding between the shells.
2. Maybe you did not use an averaged cage, so the corner is being missed in the bake.
3. Maybe the display is not synched to the baker. This is the most likely problem.
But how can I preserve my smoothing groups?
They dissapear when I smooth(tesselate) the low-poly
If you really want to use a a HP mesh bake process, then I suggest taking a look at HandPlane right here, in the forum sticky, but that's a different process.
I'm not sure exactly what problems you're having, but from the looks of it, your UV shells are not normalized (some pieces are bigger then others, so you will resolution banding around the seams). Also, I think you're zooming and focusing too much on a seam that doesn't matter in the bigger picture, not many people are going to bother checking that small detail up close and personal, especially once the other textures are thrown ontop.
if he is using handplane he can tesselate in his 3d app, bake object space map, export the proper low poly, bake in handplane using the proper low poly and import into the engine. This will remove all floater skews and will look correct in game.
If you are not using handplane you can add geometry near the floating area so the projection isn't as skewed.
My friend always uses a tesselated version of low poly to bake maps.But he works in Max.
And I don't know how to tesselate and remain the same smoothing groops in maya.
When I tesselate all edges become hard.
In the maya docs it is written that for this purpose you should check the "hard edge" option in menu smooth. I tried and it didn't work.
I'm not sure if I'm 100% solving your issue
[ame="http://www.youtube.com/watch?v=dybEL1vFQxM"]Using Insert Edge Loop Tool in Maya - YouTube[/ame]