Hey guys, real quick and easy question. When baking out normals, are you suppose to have no smoothing groups, organized smoothing groups or everything set on 1 smoothing group? My teacher told me no smoothing groups at all but when i bake it out it looks like shit and im basically loosing all smoothness from my highpoly.
or do you change it depending on model? for example something hardsurface, bake with organized smoothing groups, but something organic all set to 1 smoothing group? Please i need help i want to improve my bakes
Replies
So on a cube, I would unwrap it like a baseball as opposed to an unfolded cross.
As Xenobond said it's best to add your smoothing groups after unwrapping so that each UV island/UV Shell is a separate single smoothing group.
This will give you less gradation so it will match non-synced engines better, is free to add and can help with texturing down the line.
I have friends that still don't get it and come at me with "look I can just extract maps in mudbox and they render perfectly in maya" even though the target platform is CE3.
*slap*
^^ this bad boy is stickied for a reason, have a read through, that should help you make sense of it all