What's up guys, was doing some tests on normal map baking on some basic shapes and came across this shading error. The low poly box on the left is a simple soft edges 4 sided box baked in Xnormal, and I'm getting some odd shading on the top and sides, any ideas why? I normally had the UV island as 1 whole and then I broke it into 4 pieces and got the same issue. Is this normally how the box should look or am I missing something?
Replies
http://www.polycount.com/forum/showthread.php?t=107196&page=1
Bek's second link covers pretty much everything you'll need to know about the hows and whys of normal mapping.
You could have a 90 degree angle with soft edge / no uv seam if you have edge loops to help the surface shading—which brings us to the next thing to consider with uvs/normal maps/lowpoly shading: bevelling.
Since that 90 degree angle might be inconvenient to have a uv seam running along it, you can use more geometry so it doesn't have to be split.
And yeah, you should have adequate spacing between uv islands. Search the wiki for 'edge padding'. Also; always* try to straighten your UV islands as much as possible to prevent aliasing (it requires more pixels to make a curved edge in an image than a straight one, pixels are square).