I'm really trying to get better with game assets, and hope you guys can help me improve...
here are the meshes:
Here's the uv mapping (where I think my issues lay).
I made the corners in two different ways to make tests, Left corner is straightened out, right corner has a more natural curve (but still made some uv relax passages)
Here are the results.
The lowpoly model I used here has a fully smoothed vertex map as you can see. Because if I harden those two edge loops, the (bad) baking results are almost non existent. Same goes with the cage, with or without it, I can't notice any differences.
How can I achieve better normals?
Thank you for reading this far.
Claudio
Replies
wiki.polycount.com/wiki/Normal_map
As for the left/right thing: straight is generally better. Straighten as much as possible as long as the distortion is acceptable. This is to reduce aliasing. If it isn't clear why straighter is better, imagine a straight line in a texture. Now rotate it. The square pixels trying to represent a diagonal line have to alias or become jagged to represent that line. The lower the resolution, the more obvious this becomes.
Also modo has a feature to straighten stuff, try the "Rectangle" button in the UV editor layout.
A example showing the baked result would only be of limited value, because the only significant difference there comes from the texture resolution, which will vary per asset.
You could increase the texture resolution. However, even if that's an option it doesn't make much sense unless this object is very, very large in scale. Like the example above shows, you need enough smoothness in screen-space for the edges to still appear smooth at a given distance. Hence the exaggeration.
If you haven't seen them already, this forum section (Tech Talk) has a few stickied threads that have a lot of good information in them about baking.
Another thing, looking at your lowpoly mesh: There is some unnecessary geometry — obvious examples being the edge loops right under the bevel. You (generally) only need geometry that affects the mesh silhouette in the lowpoly, though there are of course exceptions. But if those edges aren't doing anything, remove them.
This is also not something you need to be super concerned with right away, but I'll leave these links here anyway as they give a good understanding of the UV-lowpoly-normalmap relationship, which is pretty important for getting the best possible results, in terms of both efficiency and final result:
http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts#latest
http://tech-artists.org/wiki/Beveling
Again, thanks, that was very much appreciated, and it helped a lot!
I had not thought about trying 4k textures (original tests were in 2k), and it did actually improve the baking result. I also do get now what you meant with the exaggerated roundness and why it helps.
My retopology skills are not the best, I have done very little of it yet, as you can see. (but I'm doing practice!) Those extra edges under the front are actually needed to keep together the geometry on the back side. Maybe I could try sliding them a bit in the front so as not to look cluttered.
Those links are gold, I'll make sure to read them carefully!
Thanks again.