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Problem with smoothing groups

grimsonfart
polycounter lvl 4
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grimsonfart polycounter lvl 4
Hi there...

I'm having big problems with smoothing groups on my rock and i can't seem to be able to fix it. It's been haunting me for a long time but i haven't really started noticing it before now. Here are a few pics of a lowpoly rock with a normal map on it.

As you can see in the pictures, there are seperate issues when the normal map is on, and when it's not. I don't know what to do...

screen11_zpsfee27823.png

screen10_zps1c84b288.png

fa_zpsa798d993.png

I can't spot any issues on the normals map, baked out as i have done a thousand times...

Replies

  • Deadly Nightshade
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    Deadly Nightshade polycounter lvl 10
    Have you checked for corrupt geometry?
  • grimsonfart
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    grimsonfart polycounter lvl 4
    Well, why would they be any? And how can that be the problem? And no, i can't find any
  • Revel
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    Revel interpolator
    Actually what is the problem? What I can tell is that just a shadow stepping issue which not noticeable on the screenshot with normal map on. Also, how big the object is? Cus I think if you apply a complete texture map + everything else ion the scene, the issue is not gonna be noticeable.

    Regarding what you can do to fix smoothing group issue, you can try to convert to mesh + reset xform + check channel info for any possible weird stats + convert back to editable poly, most of the time it'll fix my problem. Oh and yeah the edit normal modifier, just apply it and collapse it down (even though you didn't notice any different) if you haven't done it before.
  • Quack!
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    Quack! polycounter lvl 17
    Did you triangulate before you bake?
    Are you using a synched work flow?
    How big will this object be?
    What file format did you use?
  • grimsonfart
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    grimsonfart polycounter lvl 4
    Did not triangulate before bake

    not sure what you mean by synched workflow

    It's a rock, so i'm thinking 1-2 m tall and 3-4 m long

    I use OBJ.

    @Revel if you look in the midle of the picture with the normals, you can see seams which are not UV seems, most likely smoothing issue.

    I'm a bit of a perfectionist so i might be overreacting but hey..
  • Quack!
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    Quack! polycounter lvl 17
    While this doesn't look like a typical triangulation error, I would suggest you still rebake this.

    Non-destructivley triangulate your model by adding a Turn To Poly modifier on top of your stack. Check the 'limit polygon size' box and set Max Size to 3.

    This is now the object you want to bake and export to your game engine of choice.

    Which engine is this in?
  • grimsonfart
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    grimsonfart polycounter lvl 4
    CryEngine

    And i triangulated by selecting all vertexes and connecting them. A method i red somewhere, but i can try your method.
  • Quack!
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    Quack! polycounter lvl 17
    That method is fine, but it is destructive. So if you do that, and accidentally save, you are screwed. Just be careful.
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