So my workflow is that i create lowpoly first then i create highpoly and then i start unwrapping lowpoly and after i have unwrapped it i load smoothing grps from uvw shells. then i do explode bake based on naming in substance.
Substance after i baked normals :
Material Mode in substance:
Heres is my lowpoly :
Highpoly:
Here is wireframe mode with hard edges showing in 3dsmax:
As you see the shading seems to appear in blade only.
Replies
Here is my lowpoly with unwrap: https://gyazo.com/f71ac45e34f35eaf797acd30501f0a01 the reason it looks like it doesnt have smoothing grps because i load smoothing grps based on uvw shells hmm i wonder if i'am missing something here. So with this workflow UVW/SG (averaged) i need to have LP'S shading corrected? like then i would need to split uvws more in order to get that shading away. Beause i did few uvw splits and loaded smoothing grps from uvw shells again and the shading was better after that.
I gave this part it's own smoothing grp :
heres non wireframe :
as you can see the shading is much better still get really small ones but not that noticable like these when going on certain angle
Just right-click an image and copy the full url, including the extension (.png or .jpg) then use the Attach Image button.
Thx for the advice i fixed that now.
Have you seen this thread?
http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
By smoothing split, I mean you put an another smoothing group/hard edge where there is a strong angle change. Like there are those rectangles on the handle, and I see its smoothed together with the rest of the handle. Then on the normal map you can see that area has some strong gradients. If you would split the smoothing on those pieces at the corners, the strong gradients would stop happening. I know, you would end up with a lot of uv islands then (since you would need to split the uvs too then). Please reah through that thread, it has a lot of good info about normal map baking with/without smoothing groups and all that stuff.
If you dont mind slightly higher polycount at the end, you can solve this by putting those supportloops here and there, and it will get rid of the gradients across the big flat surfaces, and then you don't really need to put that many splits.
Thx for the fast response! I imported the model in unreal engine and here is how it looks like :
In my opinion it doesn't seem to look that bad ? What is your opinion though. and taking consideration that texture would probably hide it little bit.
Allright got it! The thing is that i watched this https://www.youtube.com/watch?v=Z9wgKy-F1Rw tutorial from chamferzone and he didn't mention anything about checking triangulating option so i never did it. but if i do re-bake and export my model with triangulation option on does that mean it would probably fix the the ( X) looking shading problems? or atleast make them look better so i would not have to split uvws? Sorry about if i ask too much in detail things i'am really new to hardsurface still learning.
I see you still haven't read through that thread so I suggest it the last time. It will clear out all of these confusions. Good luck.
I will optimize the uvw space later i just wanted to test out the bake. The uvw splits in some places in the knive fixed every shading problem i had.