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Normals on flat surface turn "Wavy"

polycounter lvl 5
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FW911TTW polycounter lvl 5
8jA2HRJ.png

Hopefully the image says all that needs to be said (Text may be a bit hard to read. I didn't notice the res was really THAT bad). I have some beveled edges and rivets that need to be baked onto a low poly mesh and when I bake them the result is a pretty flag wave down the side. I am also having the same issue with a dashboard (not shown) in the same model.

In other words, I don't know where this wavy pattern is coming from, and I don't need it at all. The rest of the cab turned out fine, and that is a lot more complex than this piece which is really confusing me. Same settings and all. Any help please?

-Tekky

Edit: I've re-uv'd it, tried object normals (those worked fine) converted them back to tangents and they became wavy again, and even rebuilt the entire damn thing from scratch, and this shape STILL does that wavy thing.

Replies

  • SuperFranky
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    SuperFranky polycounter lvl 10
    Have you tried making separate smoothing groups for 90 degree angles? If your mesh is all 1 smoothing group, there's bound to be shading issues.
  • FW911TTW
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    FW911TTW polycounter lvl 5
    No I haven't. I have been going off the impression that all angles need to be softened when you bake maps. It has worked for me for the past three months until about a week ago with this and another project. I went ahead and used the auto soften/harden tool set at 60degs and then re-baked and it came out perfectly.

    Thank you for your help. I can never believe it when something so quick and easy fixes my issues X-x
  • WarrenM
    -1-

    It sounds like you're getting lucky sometimes but not fully understanding what you need to be doing. :) This video made it all crystal clear for me:

    [ame]https://www.youtube.com/watch?v=ciXTyOOnBZQ[/ame]

    Basically, if you have a smoothing break, you have to have a UV break with padding.

    -2-

    Are you triangulating before baking? It's important to keep your bake model and your game models triangulation the same or you'll get weird smoothing artifacts if they decide to split a polygon differently.
  • FW911TTW
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    FW911TTW polycounter lvl 5
    1. That video was quite helpful. I was sorta lost at first with the sphere bit when he said he was splitting vertexes, but when he got to he planers it all started making sense towards the end.

    2. No I'm not. I've considered it before seeing how much the Geometry changes when I auto-tri it in maya, but bringing previous models into UE4 hasn't had any noticeably drastic issues. I'll change my ways on that.
  • AdvisableRobin
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    AdvisableRobin polycounter lvl 10
    A workflow tip, save a backup of an un-triangulated version just in case you ever need to go back and modify it. Trying to work with a triangulated model isn't the nicest thing in the world.
  • WarrenM
    ^^ This. It really sucks when you realize you forgot to save your quadded up version.

    (in before 3DS Max users talk about the modifier stack)
  • FW911TTW
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    FW911TTW polycounter lvl 5
    A workflow tip, save a backup of an un-triangulated version just in case you ever need to go back and modify it. Trying to work with a triangulated model isn't the nicest thing in the world.

    No need to worry about that. I am always saving as a different version before any major changes thanks to learning the hard way in the past.
  • SuperFranky
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    SuperFranky polycounter lvl 10
    Check out my Practical Normal Mapping guide in my signature. I'm sure you'll find it useful.
  • pmiller001
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    pmiller001 greentooth
    Theres a big ole thread by Earthquake regarding Baking normals. It includes the video posted above, super helpful.
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