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
Thank you for your help. I can never believe it when something so quick and easy fixes my issues X-x
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.
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.
(in before 3DS Max users talk about the modifier stack)
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.