Hello guys, I need help on this normal map error. Every time I bake the normal it create some weird gradient which I believe it caused by the triangulation, usually I separate the UV map depends on its smoothing group to avoid this error but I don't think I have to separate this one.
Please ignore the rest of the other errors, I know how to fix them but not this one, btw it's a FN F2000 body stock
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How did you generate the map, what is your target engine ?
You might want to look at http://www.handplane3d.com/
@Noors Yes I used max for baking and for the engine, nothing in particular actually, I usually used Xoliul Shader for realtime rendering.
Hey I tried handplane and it just make it even more weird, perhaps I missed a step.
I want to say it's a triangulation issue, where for some reason the invisible edges are flipped. Which can make errors like that if edges get flipped. Try triangulating the LP and rebake, then apply that map to the triangulated version. I don't think that's going to solve it for you though, just and outside shot.
It's turned off by default and can only be activated by editing a INI file.
Noors is right, there is no need for support loops. This should work right away.
That said, not sure about versions 2013+, but below the max renderer isn't synced with the viewport to preview the normalmaps. Yeah awesome, right?
So you have no chance to make it look good inside max, unless you use a shader such as the 3point shader that comes with a plugin to synch the viewport to the baker - not sure if xoliul can read the 3point Quality Normals.
But you should not need any extra loops in that case, if your baker is synched with your target renderer/engine it will look great.
I turned that on then rebake and it works like a charm. Thanks! but then again I found out that I could just one-smoothing-group whole things without worrying to separate the UV that depends on its smoothing-group but it create a lot of crazy gradient on its normal map which actually kind of good and bad.
I do have 2 different max version, 2012 and 2014. I keep 2012 for real-time rendering with Xoliul and baking, 2014 for modeling because I found it more lag-free when handling a very high poly than 2012 and its updated Nitrous looks great for quick and dirty HP rendering
So I guess I'll rebake it using 2012 with Qualified Normals on but of course with separated UV map to avoid those crazy gradients galore
Thanks again for the help guys... you all have been a great help