Hi Community!
Just a little question about UV Seams.
Is it normal that the UV Seams are minimal visible?


I tried booth, Auto Smooth and SG´s to UV Seams. I got almost the same result.
Or is a perfect bake without any visible Seams?
Im just doing some Testbakes for my AK47 that im working on.

Greetings
Gazu
Edit:
This is actually the LowPoly Geometry visible.
So i must change the question: Is it ok that the LowPoly Geometrie is visible a bit when the normal map is applied?
I see it only when im near enough. But anyway, i want it to be perfect

Replies
A normal map only affects the lighting information on the mesh, so when you get close, the low poly contour will be visible. You might want to bevel those edges a bit and maybe add a little bit more geometry to get a smoother silhouette!
I have added more Geometry and now it looks much better from first person perspective.
The Tris Count for the Ak 47 is now at 14k. Still have to Clean it up.
Greetings,
Gazu
When i turn On Ambient Occlusion in Toolbag and take it to a strong level and to a low size, the LowPoly Geometrie becomes totally visible:
SG´s to UV Shells, Auto Smooth and Manually doing SG´s. Same Result.
Why?
Im just testing so its not triangulated at the moment.
Slowly im getting angry about this smoothing groups....
Same here:
Thanks for your help, but that didnt work for me
In max 2015 its under: Visual Style & Appearance.
There i´ve setted it to 1 Light, and i tweaked the Quality and other point points.
But that doesn´t solved the problem
The normalmap is not applied. Its something wrong with the SGs.
But i´ve tried SG´s from UV Shells and Auto Smooth. And when i delete the SG´s from the Straight Faces, the error disappears but then i get UV Seams in the Bake because of hard edges
Long polygons aren't really friendly with the smoothing sometimes
Edit:
I will give it a try, just a second.
And i deactivated now the second Light.
But looks not perfect. Dont know why..
mh...i´ll give it a test bake...
(Mesh exportet once again, new smoothing groups from uv shells, new bake)
Also, I would suggest to change the tangent basis in marmoset to "default" if there is an option for this (and not just for max and others) because this would show you how your normalmapped model would look in a "simple" engine which doesnt have the synced tangent basis. Then its important to have relatively good smoothing wihtout normalmap too. In this case ith your model, it has one smoothing group, and this can cause harsh gradients, if the mesh doesn't have enough geo. This is why the support loops are needed sometimes. But if you work with an engine which has synced tangent basis, then you can have any kind of ugly lowpoly smoothing, it will looks good.This is my experience. I had enough problem with bad smoothings earlier in UDK, and I mostly solved them with adding enough geo in the most of cases. There is Handplane which can help in the case of UDK and a few other engines, but its probably doesn't support your target engine.
Breaking the Normals with the Edit Normals Modifier looks fine, but when i click on unify or "Set SG´s from UV Shells" in TexTools, the Errors come back.
You mean the Threshold with Value?
Final ^^