this is what i get from any baking program this is what i my mesh looks like what are the weird arteffects and how do i fix them without getting to much polys?
Pretty much everything is wrong with your model. I recommend you to watch carefuly this video, which is the best summ up on normal maps i've seen. https://www.youtube.com/watch?v=OONQzKcWeMY
modeling : You probably just need a simple cylinder for that, because your hp have little relief. But then you'll have to chamfer those reliefs in you hp, so the projection could catch them.
smoothing groups : Here we can see your model is all faceted. Hard rule is : where you have a normal break, you MUST split yout uv's. So a model all faceted means you have to beak every faces apart in the uv. Which adds more points so more impact on performance, and is terrible. You should use the least smoothing groups possible. Generally, a smoothing group per uv shell.
uv : badly optmised. Wasted texture space and to many broken pieces. Again, with a simple cylinder, that woud look better and more optmized. Broken pieces = more points = bad performance. Ofc for a simple object, it's nothing, but multiplied by thousands of assets, it's terrible
baking : add some padding in your baking app, so pixels "bleed" on the texture. It fixes the nasty edge artefacts.
Pretty much everything is wrong with your model. I recommend you to watch carefuly this video, which is the best summ up on normal maps i've seen. https://www.youtube.com/watch?v=OONQzKcWeMY
modeling : You probably just need a simple cylinder for that, because your hp have little relief. But then you'll have to chamfer those reliefs in you hp, so the projection could catch them.
smoothing groups : Here we can see your model is all faceted. Hard rule is : where you have a normal break, you MUST split yout uv's. So a model all faceted means you have to beak every faces apart in the uv. Which adds more points so more impact on performance, and is terrible. You should use the least smoothing groups possible. Generally, a smoothing group per uv shell.
uv : badly optmised. Wasted texture space and to many broken pieces. Again, with a simple cylinder, that woud look better and more optmized. Broken pieces = more points = bad performance. Ofc for a simple object, it's nothing, but multiplied by thousands of assets, it's terrible
baking : add some padding in your baking app, so pixels "bleed" on the texture. It fixes the nasty edge artefacts.
Anyway, after the video, it should be clearer.
Thanks for your comment it was very helpfull and i fixed it:D
Replies
I recommend you to watch carefuly this video, which is the best summ up on normal maps i've seen.
https://www.youtube.com/watch?v=OONQzKcWeMY
modeling : You probably just need a simple cylinder for that, because your hp have little relief. But then you'll have to chamfer those reliefs in you hp, so the projection could catch them.
smoothing groups : Here we can see your model is all faceted. Hard rule is : where you have a normal break, you MUST split yout uv's. So a model all faceted means you have to beak every faces apart in the uv. Which adds more points so more impact on performance, and is terrible.
You should use the least smoothing groups possible. Generally, a smoothing group per uv shell.
uv : badly optmised. Wasted texture space and to many broken pieces. Again, with a simple cylinder, that woud look better and more optmized. Broken pieces = more points = bad performance. Ofc for a simple object, it's nothing, but multiplied by thousands of assets, it's terrible
baking : add some padding in your baking app, so pixels "bleed" on the texture. It fixes the nasty edge artefacts.
Anyway, after the video, it should be clearer.
Thanks for your comment it was very helpfull and i fixed it:D