Hi there, as with most people I've struggled with baking normals despite reading as much info on the process as much as possible.
Here's my problem:
I'm making a set of sliding doors. At first the geometry was very basic and I felt some simple bevels would make it a little more interesting. I made a high and low poly version of this and baked it in Xnormal but I was getting harsh lines where the corners met. To fix this I started separating those section in the UV editor which gave me cleaner results as expected. My question is, although I'm getting cleaner results by doing this if I separate all the sections would this model be efficient? I'm not sure it is...
Should I have just stuck with the simpler version?
Simpler version
Baked in Xnormal to get bevelled edges. the rest done in Ndo2.
Bevelled version
Some parts have been split to create a cleaner bake on the edges/corners. Ignore bad UV mapping. I'll tidy it up when I know the best way to unwrap it.
Results so far:
Thanks
Replies
If you use smoothing splits you always need a UV-split as well if you don't want edge artifacts.
Baking it as one piece can cause problems with very sharp angles (>70 degrees) but it doesn't look like you've got many of those so you should be good to go.
So I have reverted back to what I originally had. For some reason the bakes look a little better than the first time I had my UVs set out this way but there are still seams despite there being no >70degree angles. However these seams are only really noticeable from up close so should I really worry about this?
Below is an image of what my UVs look like now. I suppose that I could've stitched the other bits together given that there aren't any >70 degree angles there. I could be wrong however...
The edges of the UV islands have been hardened
And the results.
You either need to set all of your edges to soft, or split every hard edge off to a separate uv element.
Yes I do but only on the edges of my UV islands. The rest of the edges are soft. I'll give it a go
Thanks
To get rid of the gradients I have made the edges of the UV islands hard again and the inside edges are definitely softened. This improved the gradient issue a fair bit but there are still a few problem areas.
UVs: Highlighted edges are hardened
UVs with the support loops
UDK doesn't like it so much