Hi guys,
I know this is probably a really simple problem, with a really simple solution, but I am stuck. This is like my second bake I have ever done with xNormal.
I know if you have hard edges you need to split the UV there, with padding, but I don't have any hard edges. That's really all I can think of, it's not mirrored or anything. Could adding hard edges to the seam help at all? It was baked in xNormal, low poly came from Blender. Could it be a Blender problem, should I try exporting it through Maya? Sorry if this is a really stupid question, but im kinda stumped.
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Now, I had to split the edges in Blender because it does not support smoothing groups, but it's the same thing right? I don't know, is there anything else I need to do? I rebaked it with the split edges mesh.
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Oh, was using 3D Coat and Shadermap 2. Results are the same in both.
Then try also "resetting" the UVs by Normals>Set to face and then set the UV borders as hard edges and the other edges as "soft".
I reset the edges, and ran the UV Seams to Hard Edges script. Everything looks good in Maya.
(I know the topology is pretty bad)
Still getting some seam issues though.
Right, but the seam is the same both in Shadermap 2 and in 3D Coat. I think I might just have to add more geo.
Try displaying the Xnormal-baked map in Xnormal's viewer.
Interestingly enough, the seams in the Xnormal viewer are worse. I wonder if I should just redo the UV map with different seams, or add more geo, or redo the topology, or all of that.
Edit: Redoing the UV map solved the issue. Moral of this thread, spend time making a good UV map haha. Thanks for the help though guys, I bet you shake your heads at threads like this but I have learnt a lot!
Possibly. The only think I changed really was the UV, I made it much better and actually previewed how it looked on the model. The last UV I did, I did it really fast without seeing if it worked OK, then baked, and when the bake came out mostly OK (except for the seams) I figured it was fine. Although there could be some other problem that was lurking.
Yeah I know Blender is pretty bad for smoothing groups. I am slowly making the switch to Maya, but Blender for me is still way faster for UVing. I just brought the OBJ into Maya and did the smoothing groups there.
I would be interested in how I solved it too haha. But I think having a totally new and better UV set helped.