Hello!
First post here so be gentle, but my question/problem has to do with the proper way of baking normal maps. What I'm trying to do in this test bake is bake this high poly cube to a low poly cube. I've followed all the rules that I've found on the subject including the biggest one I can think of, which is to split UV islands where I have hard edges and having some padding. But the problem I'm getting is, which is shown in the pics, is the line showing up on the texture. On the lit texture you can barely make it out, but there is a thin line where the UV islands break, and in the texture pic, it looks like the reason for this to me is that the gradient doesn't match up. It has a total reverse with no blurred transition in between.
So my question is:
- Is this normal for this method of normal baking?
- If it isn't, what am I doing wrong?
Thank you in advance for all the feedback/answers you guys can give me!
Replies
Maybe you can reduce it a little bit with increasing the resolution, and with using perfect edge padding, but actually it would be just a waste of time.
It is just confusing me because I've been checking out some of the assets from unreal engine 4, particularly ones created by epic games that are used in their demos, and they don't seem to follow this rule but somehow get better looking normals. What I mean is, for instance I was looking at this bulkhead prop they used in their Infiltrator demo. The entire model was smoothed, no hard edges, but when you look at the normal map it doesn't have those high gradients you usually get when you do it that way. And also, all the edges you would think would be split in the uv map where just flattened into a planar map. I would show you but I'm not sure about Polycounts and Epic's policy on showing their assets online. And I've also noticed it was done the same way in assets I could look at in some AAA games. Games like skyrim, the Witcher 3, and DA: I. In all of those, they don't seem to be following the rule of hard edge split/padding UVs when they do have hard edges and when they don't, they somehow don't get those high gradients. I'm just confused how they are doing it.
Also... They must be following at least the "If you have a hard edge you must have a UV split with padding" rule, because the model won't bake properly without it.