I've been trying to bake up the normal maps for this particular piece...
The highpoly doesn't have a hole in the spot.
The Low poly ends up with this minor distortion.
I
have the low poly as closely matched to the high poly and a cage built
around it, but this one minor blemish is driving me up a wall. I've
tried re-doing the low and cage, shifting the verts around, couple of
different options in xnormal. Lastly when I attempt to do it with
object space it's not there, but tangent space pops up, even when I use
xnormals object to tangent converter.
Any ideas?
Replies
And the baked normal map:
You need to split the vertex normals along the edges of the blade, by adding hard edges there. Also called smoothing groups.
You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
Ah Solved! I played around with some of maya's set normals, I think you may have been right about the vertex normal on the top vertex. I used Maya's set vertex normal and it resolved the issue. Thanks for all the help guys!
Once you come to grips with the way normal maps work in cooperation with the vertex normals, you'll see why your extreme gradient created the hole.
In the link I posted, watch the video, and most importantly, replicate the workflow he explains... to see for yourself exactly how it works. Just watching the video is not enough.
Thanks for the info, Eric. I didn't know what caused it.