I'm trying to incorporate simplygon into my workflow for Skyrim asset LODs. Starting with a mesh using a tiled rock texture, I'm running Simplygon to generate a tri reduction and bake a new LOD texture including the diffuse and normal map. I think the problem is basically that UV islands, and so hard edges, are appearing in strange places on the model giving it the ugly shading you see on the right.
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Here are my settings in simplygon:
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Any ideas for getting a smoother shading of the final LOD mesh + normals? I've tried putting everything into a smoothing group, flipping the green channel incase simplygon is expecting opengl format, even FWN, but nothing really helps the appearance.
Replies
http://imgur.com/ltS9qXA.jpg