Hey guys,
I just started to play a little bit with Marvelous Designer around, after creating some cloth pieces i ported the HP mesh to max to create the LP mesh. After runing ProOptimizer on my 1.4K Million Tris HP mesh i got a nice 8K Tris LP mesh. For some reasons im getting weird looking normals with artefacts "you can see the tris" and i have absolutely no idea why... Maybe someone can help me out here.
The normal map was baked in Substance Designer, with Cage. The whole mesh is using only one smoothing group.
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Replies
HP is already on one smoothing group, LP has no split edges...
I just attached the FBX in a rar file, the FBX contains the LP, HP and Cage
after merging all double verts and redoing the smoothing i got a good bake
still some errors caused by bad topology on the lowpoly, didn't bother cleaning them up
attached is the new lowpoly + normalmap bake
gn8
Flatshaded means ? Or let me better ask how can i fix flatshaded geometry ? The whole mesh was set to one smoothing group, i noticed that the LP is looking different... not really smooth even it was set to one smoothing group but i had no idea how to fix it.
EDIT
Seems like the normals are wrong, i guees this is what you mean by flatshaded? After editing the normals the lp mesh looks already a lot better. i will do a test bake later.
Im aware of how shading / shading behavior works... thats why i was completely clueless what was causing the issue on my mesh. However i got it fixed, so thank you all for helping out to find the issue.