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Simplygon LOD, how to fix bad normal shading?

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escha null
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. 



Here are my settings in simplygon:



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.

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