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Test Bake 3ds Max Textools

Firefly
polycounter lvl 4
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Firefly polycounter lvl 4
Hello everyone. I'm having issues understanding what's going on here.

I've seen and read everything about textools and uv splits, and smoothing. I'm just not getting it. So I decided to do a test bake on a simple object.

Here's what I got. Please see below.

nPxFlX2.jpg

uo8bgo4.jpg

UZ85vpR.png

Mwxk9sT.png

As you can see the problem here.

I followed the rules of unwrapping the box ~> going into textools menu ~> hitting smoothing groups from uv shells and so on.

BTW, I used xnormal.

Why are the sides looking like this?

Replies

  • Bek
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    Bek interpolator
  • Firefly
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    Firefly polycounter lvl 4
    Thank you for the link but I've read that before, and I still don't have the understanding on why this happens? It's like it's separating each polygon face?
  • Dave Jr
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    Dave Jr polycounter lvl 9
    Then I suggest you re-read; its your edges. There too sharp and cannot be projected properly on a 90 degree angle. Try chamfering them.

    :)
  • Quack!
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    Quack! polycounter lvl 17
    Dave Jr wrote: »
    Then I suggest you re-read; its your edges. There too sharp and cannot be projected properly on a 90 degree angle. Try chamfering them.

    :)

    ^^^ This is incorrect. Your high poly edge width won't cause seams in your low poly.

    Using a cage will fix your problem as Bek stated.

    You are doing this by NOT using a cage: NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_1.jpg
    Those yellow and blue asterisks represent your seam lines.


    By using an averaged cage you would be doing this, fixing the problem: NormalMap?action=AttachFile&do=get&target=Normalmap_raycasting_2.jpg

    You will want to use a cage any time you bake normals, with a few exceptions, like baking to a flat plane.

    While I am at it, it is also smart to use at least 8px of padding between your uv islands so that your mipmaps don't bleed horribly together.
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