Hi. This is my very first post in polycount forum. (First time ever posting in forum asking for help please be kind on me)
I'm some sort new to lowpoly hardsurface baking. I've been trying to solve this issue for the past few months. I read and learn from so many posts and threads, slowly learning and improving. But i hit a wall. Please if there's any pros out there can guide me and help me understand what am I doing wrong~
I read posts about MIKKT tangent thing. I roughly understand most of them, but I got no one to ask and re-confirm so I know the thing that I'm doing might be correct or might have the wrong idea of it.
Problem:
On every UV island split, I get artifact blacklines.
Here's one of the video that i watched but i still don't quite get it.
This will end up in Unity so i kinda followed the instructions from the video.
Mesh:
・Got smoothing group.
・Got cage mesh prepared.
・Got high poly mesh prepared.
・No hard edge.
Here's the link to the files:
Thanks in advance!
Replies
normal maps are not magic - if you're getting that close to it, you need more geometry,
There are ways to mitigate it. - eg. you should harden edges at UV seams - but you're not going to get a perfect result under any circumstances
I personally wouldnt trust substance painter for final bake quality.
A quick way to verify this is to bake out a 2x or 4x size map. Does the issue get better? If so, it's just simple resolution limits and you shouldn't worry about it.
Secondly, any resolution issues are going to be very problematic here. With these long thing faces, you can (depending on resolution) end up with cases where you've got 1px or less to represent these areas. Even if the full size bake looks okay, it may not look hold up as well in game when mip-mapped or at lower texture quality settings.
Lastly, while modern GPUs can handle a lot of triangles, rendering long, thin triangles is generally inefficient.
What you decide to do is determined by expected view distance.
If you're close enough to see that seam, you're close enough to notice the silhouette issues of not having a bevel.
You need to build your model so it looks good at that view distance and ensure that you have enough texel density to support it.
Also fourtynights has it the wrong way round. Uv seams should be hard, hard edges don't need to be uv seams
Hardening seam edges is force of habit from working with LODs where maintaining flat normals on flat surfaces trumps any other considerations.
if you add hard edges because you have too much lowpoly shading going on with sharp angles, you have to add uv cuts. yes hard egdes will add to the render vertexcount in that case
One thing you can do is use softer edges / larger bevels on the high poly mesh, this way you're not trying to represent micro bevels with limited resolution. Exaggerating bevels can help with asset readability as well. This gets down to art style though so it's really up to the project and visual goals.