Hi everyone,
I'm trying to explain to a friend of mine how baking works when we encountered a problem, I was wondering if there is any way to solve the issue below without change the topology. The problem we are talking about is the triangle shows in normal map, of course is almost invisible, and as far as I know it's related to texture resolution, but even baking at 8k it's still visible, If I made the low poly model without bevel it won't be visible because of the harden edge that orients the vertex notmal in the right direction.
So back to the topic, this is the artifact on the normal map
Uv cuts in white where i put harden edge, the rest is soft:
UV layout:
High blue/ Low red
Even if slide the upper edge inwards to better marth the highpoly the artifact is still there.
Replies
Either add some more loops to support the shading, add some hard edges and split them off into separate uv islands, or maybe try using a FWN script to adjust your normals/tangents on your lowres mesh before you bake.
At a second look, if you didn't terminate this chamfer and continued it through, it'd likely bake fine (same solution as adding more geometry to ease the extreme shading).
anyway I fixed the issue adjusting the vertex normal orientation and leaving an harden edge on the sims. Unfortunately there is no FWN script for maya, do you know any equivalent?
fixed view
Same topology
Maya has a FWN on by default. (It's just a bad idea to have on by default imo, it's not a very good FWN solution if you are specially wanting to do a modified vertex normal workflow)