I'm modeling an axe, and in several places where the body curves, my normals are pinching/rippling in a seemingly simple curve. Blurring and smudging the normals in PS seem to only pronounce the change in normal shading.
I can't really spread out the topology much, because all the edges and verts are responsible for holding the shape of the object. Any ideas as to what it may be? I've never really had this issue in past models.
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Also, never blur/smudge/clone out errors of a normal map bake in photoshop. It's better to figure out how to remove those errors from your low-poly-high-poly-baking workflow rather then put a band-aid on it.
In the end, this is just going into my Artstation, so toolbag 2, or even just 3DO's renderer, is the final destination.
If it is low, soften the edges.
https://www.youtube.com/watch?v=ciXTyOOnBZQ
I am using Quixel, so can I just create my materials and export them with the corresponding settings to conform to a synced workflow? It'll just look bad while creating it in 3DO, but once I plug it all in with Toolbag 2, it should be good?
I've made my UV splits so that there is no visible seam (image related)
Is this the problem? I never even thought to check the vertex normals and transfer them before. I'll try that out as well - thanks.
Also, as mentioned, painting on your normal map as if it were a regular bitmap is not a good habit to pick up as the tangent data is encoded in the texture and should not be treated otherwise. It's a VERY hacks patch up job that isn'the really resolving the problem at all.
I've decided to just make a high poly and retopo. Seems to be smoother. A higher poly count though, but at least not I have the curvature that I wanted from the beginning, rather than faking it with a normal and having an odd silhouette