Hello everyone
I've been doing highpoly modeling for a while, but I'm a lowpoly beginner and I have a couple of questions about it.
As a first proper lowpoly test I thought I'd make an ammo crate. Couldn't be hard, right?
All went well until I had to bake the normal map. I get strange triangles here and there, that I assume shouldn't be there.
I've modeled both highpoly and lowpoly in Max and with Textools I've set the smoothing groups based on UV shells. I've baked the normal maps in both xNormal and MightyBake, but I keep getting triangle errors. What am I doing wrong? I did a lot of research, but so far with no success on this matter.
I've attached 3 images: the object with normal map in Marmoset, the object from max and a problematic part of the normal map.
So my questions are:
1. What is creating these triangles on my normal map? Is it something in the baking settings? Is it the topology?
2. Assumming the ammo crate I'm making is for a AAA game and the player would get close to it, what would the polycount be? What do you count, triangles or vertices?
Replies
This is intentional and working as expected. The normal map bake is compensating for your low polys topology and placing those edges in there so that when displayed it will display correctly.
To get this normal map to display correctly you need to show your model in a viewport that is 'synced' to xnormals baker. Substance Designer/Painter, Toolbag2, Unreal Engine, Unity, can all be synched to your bake. Don't use max or maya's viewport to look at your normal map on your model, always look at your model in your game engine. Also, it isn't very valuable to even look at the normal map texture of your object by itself, you can only gleam so much.
Varies wildly. Verts are dirt cheap. For a modern FPS I would not balk at 0-10k verts if the model called for it. However, it is crazy situational and will vary.
When you finish the material you're unlikely to notice them.
You can also try to reduce those errors by controlling the shading on the low poly with smoothing groups, hard edges, or custom normals.
Also MUSASHIDAN, UV splits increase the vert count so adding a smoothing group or hard edge is free. Using one smoothing group is simpler, but there are benefits to controlling the shading with hard edges or smoothing groups.