Hello!
I have always used FBX format for baking my normals but i wanted to switch to OBJ because the time it takes to bake is much lower. As you can see in the screenshot, i get very strange ''artifacts'' when i use OBJ with same settings as with FBX. Does anyone have i idea how to solve this problem?
Thank you!
Replies
It could be more usefull to talk about your real speedbenefits from .obj for baking in 2018. About how much time we talking ?
Edit: ok just in case you taling about the HP - i never got problems like this before. Which software do you use for export and baking?
If I had to guess, it is probably not handling smoothing correctly and OBJ is physically breaking the mesh along UV or smoothing seams which causes the baking cage/offset to skew in a weird way.
Some apps have obj export settings you can tune but you never really know how it will be read until you do a bunch of trail and error.
You can try importing the object back into your 3D package and hopefully you can find out where it is different from the original file.
TLDR: Obj is a dying format, don't expect anyone to update it.
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#use
Use Meaningful, Specific Subject Headers
When posting a new thread, consider the subject header carefully. The subject is your opportunity to attract people to your thread, so it's in your own best interests to use it properly.
Stupid: HELP ME!!
Smart: Help required with getting model into UT
Smarter: UT model exporting issues - model is wrong size.
Some excellent info here: How To Ask Questions The Smart Way
Ahh Uv Layout, it's was nice back in the day but there isn't much that it does that Max, Maya, Modo and even blender, don't do. Almost all of the Headus features are standard now. I stopped using it about 5-6 years ago, importing and exporting to a 3rd party app was a pain in the ass, especially with obj butchering your meshes.
The fact that it still only works with obj files, just shows how old and unloved it is by its creator. What is so must have about UvLayout that other apps can't do?
As for your baking issue, more than likely the pivots for the high and low poly aren't in the right alignment, which is why resetting xform probably fixes the issue, but that is like using a nuke as a fly swatter. Still your high poly meshes should be able to withstand a reset xform without going haywire.
Since it is probably the pivots, you should try turning on affect pivot only (in the hirearcy tab) then snap the high poly pivot to the low poly or vice versa.
but for me it tends to mess with normals from time to time, so... *sadface*
It also has explode by material and explode by edge angle. It also has a custom mode that mostly works off of angle but has a lot of settings to define the angle and how it packs the UV's.
The relax until flat and straighten selection, that someone mentioned, has been in since at least 2014 probably earlier.
I find those operations to be right on par with UVLayout, but slightly faster given that I don't have to export the mesh to another app and re-import it back.
Perhaps you've got very small scales and the OBJ has had it's precision truncated (I think it defaults to 6 decimal places and maxes out at 14? you probably want to set it to the highest value), resulting in various edges being collapsed down to a single point (which looks plausible given your
OBJ, option triangulated (fastest baking), in my opinion this is the best option.
FBX, lighter from OBJ, but endless to read.
FBX ascii, more disk space than OBJ, but regular time loading.