I was having some uv problems and the person helping me told me to make sure I split my uvs up if there is a hard edge which I understand. I am confused about being told that all uv seams should be hard because if I have a human face or maybe a small animal and I cut up my uvs to fit in my map I dont want to make those uv seams hard otherwise I will get hard seams.
Is this supposed to be the way to do things? I never had problems keeping my seams soft for those types of models. I only split if I have a hard edge and make that edge a seam as well to break it apart.
Replies
Splitting UVs and adding hard edges allows you to deal with changes in surface direction that are too great for a normal map to cope with.
Eg. A 90 degree outside corner wants a hard edge , UV split and padding because the change in surface direction is 270 degrees and a normal map has a total range of 180 degrees.
Anything under 60 degrees and its theoretically safe to do whatever - although compression will knacker that in practice.
The hard edge and split 'rule' largely comes from hard surface work where sharp corners abound
Use your eyes and judgement
https://marmoset.co/posts/toolbag-baking-tutorial/
https://marmoset.co/posts/toolbag-baking-tutorial/?page=Map Types#maptypes
https://marmoset.co/posts/toolbag-baking-tutorial/?page=Toolbag Setup#basics
https://marmoset.co/posts/toolbag-baking-tutorial/?page=Best Results#bestresults
I'm also wondering if I should even bother doing my bakes by splitting because I could just bake using averaged normals and just forget about the need to worry about uv splitting and having smoothing groups? I've had people tell me that I can just do this because of synced workflow due to mikkt being available in so many renderers. Another person said that non averaged baking is an old method no longer used. I was surprised because I see people teaching this. He told me to just make my low fully smoothed and baked with averaged normals in Painter.
I usually avoid sharp angles and hard edges by beveling/chamfering those edges, and going with everything smooth. It means more polygons, but less drastic gradients on the low poly shading for the normal map to compensate when baked. To further improve shading on beveled low poly models, I use face weighted vertex normals.
I hope someone can also comment on the different workflows for baking. I'm still confused on why some people say that using the splitting and smoothing group one is bad, and using averaged normals is now better since mikkt.
I didn't think about lods thank you!
It's the "oh don't worry about it, it'll work out fine" kind of people. You're more than welcome to slap them in the face
My confusion really came because one person was saying to only used averaged normals when baking hard surface, and another had told me about UV splitting and smoothing groups. I did notice on hard surface it didn't look proper with some details and they looked skewed and off when using averaged normals.
It really threw me off when I was told no other work flow should be used but averaged normals because of mikkt and there is no reason to split hard edges and use smoothing groups. Such information really throws me off.
I'll read up on that link again, I did see it before. I noticed about blending at the bottom of the thread which is interesting.