Hello there. I know there was lot of similar topics and i read a lot of them (I really did
). Also checked out a wiki articles about normal mapping but still can't solve my problem. I did a test bake and in the first look the model with normal map looks fine.
But if zoom close enough there is a seam where UV shells separated:
My workflow:
1. Creat high\low poly in max.
2. Unwrap the low poly in max.
3. Assign different smoothing groups to different UV shells.
4. Create a cage.
5. Export low\high poly and cage as obj (before export low poly triangulated, reset xform applied, modifier stack collapsed).
6. Import to xNormal.
7. Bake normal map.
Here is my UV:
Normal with smoothing groups:
High ploy and low poly:
And xNormal settings:
Also i get the same result when exporting as FBX with one smoothing group.
Replies
See if the error goes away with a higher resolution bake.
My guess is the resolution of the normal map isn't high enough to perfectly handle the shading when zoomed that far in. The artifact is small enough that it should just be ignored, plenty of video games ship with issues much worse than this with textures.
Yep, it still there.
So, in general it's fine to have this small artifacts on the normal map? Am i right?
In the normal distance this artifacts aren't noticeable at all.
Sometimes it is necessary to exaggerate bevels and insets for them to read correctly in 3D.
Read through the first couple posts of these threads to get a more holistic understanding. (I know you already read through some of the posts similar to your own this is just for assurance sake. )
https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1