Hey lads,
I have a small problem with my normal map and I didn't know if I should put this under 'Technical Talk' or 'Substance'.
So the problem is that the normal map has these weird artifacts, even though my high poly version looks just fine in 3DSmax.
Does anyone know what's wrong? NOTE: I just did a REALLY QUICK unwrap because I wanted to test the high poly bake because this is my first I'm doing something like this. So if it's the unwrap that causes the problem I know enough
Thanks for reading!
Replies
http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
It'll be a confusing read at first, but read it 2 or 3 times and some of it will rub off
I still read it every once in a while.
I made an example showing the difference that these 3 things can make. I baked in Painter since it looks like that's what you're using. From left to right, 8-sided, 12-sided, and 16-sided cylinders, all placed tightly together and smoothing groups set for baking:
Your issue would relate closest to the left-most cylinder. You'll get cleaner results from more geo, and it won't cost hardly anything if this is for a game. I make sure all of my cylindrical shapes have a minimum of 12 sides if the tops will be seen, but 8 should be enough if you're only seeing it from the side.
Read that thread and add more geo and you should be set!
Cheers!
Edit: Page didn't refresh in time for me to see you solved it. Glad you figured it out!
Edit: The topic you linked... almost everything is clear now. LIke you said: You should read it a couple of times but it already helped me a lot!