So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work.
I've read:
- You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
- Understanding averaged normals and ray projection/Who put waviness in my normal map?
- Skew you buddy! Making sense of skewed normal map details.
I've watched plenty of videos on it such as...The problem I'm having with this particular cube is the edges/UV edges.
To make things easier I've deleted the bottom and top face.
Checklist
- UV is separating wherever there is a hard edge(Since I deleted the top and bottom faces there really isn't any need to split the UV's)
- The Low Poly has smoothing groups/has been smoothed.
- Cage is the same Geometry as Low Poly
Normal Map settings- 4096
- padding = 32
- Tangent Space Normal check
- xyz +
x-Normal Normal Map - a bit of blurriness at the edges but that stays consistent throughout so not too worried that's causing the issue.
Substance Normal Map
Maya and Substance Painter Viewports
Substance Painter does a better job of hiding the sharp edge but it's still there and my focus is to render in Maya.
Which Edges are messing up?
I've highlighted and separated one
If anyone can help me figure this out it would be great.
I could fix this by maybe duplicating the good side over but I'd rather understand this problem so I can avoid it again in the future.
Thanks to anyone who can help.
Replies
Also - if you make your edges soft and wont change UV - it should work too.
Thanks for the suggestion. However my LP is all smoothed and there are no hard edges as you can see in my second last image, if there was any hard edges they would have two vertex normal's on each vertex.
However, I did try and connect all the edges together and the seams disappeared on the new UV.
But the quality has dipped a lot and you can see a fair bit of gradients but I would prefer this over black edges.
I'll work on getting better results.
thanks.