Hello Everyone.
I've been trying to fix these artifacts for a long time but didn't succeed so maybe you could help me with that.
Basically, I've created some objects in Blender, both low and high poly:
Low:
High:
I've marked seams on hard edges and unwrapped the low poly:
Then I exported both models to SP. I've been using these settings for baking:
Once the baking was done, these lines on the edges appeared:
However, if I zoom out, these lines become less visible:
Even though they are not really visible from a distance, I still want to fix these artifacts, if it is possible of course.
Then I duplicated the low poly three times and made some adjustments to the new objects:
They are separate objects with suffixes _low and _high on all eight of them.
Here are the uvs:
However, once the baking was done, these lines have become more visible on the edges:
I've been looking through the forums searching for an answer to my problem, I've tried everything to fix these artifacts, but worthless. I'm desperate for the solution so I'd really glad if somebody could help me.
Replies
If you are going to get close enough to see the artefact you get close enough to need geometry to support the shape. By that I mean your low poly needs rounded edges
I exported textures into Blender (normal map set to OpenGL cause this is what Blender uses) and applied them on the model. However, these weird lines on the edges are still visible. You said we can look deeper, do you have any suggestions?
Btw, some people on forums and Youtube have told me that this is maximum that you can get from such a low poly model and if it looks ok from a distance, then there is nothing to worry about. What you think about that or do you have any other solutions?
I guess this is maximum that you can get from such a low polycount...
I mean, it is ok if these lines(seams) are not visible from a distance (if I zoom out), right?
the issue is that in practice a tangent space normal map can't quite represent 90 degrees from the face normal
However, adding a segment/chamfer allows you to remove the seam entirely by keeping it as one uv shell/one smoothing group (or smooth edges).
Anyways, thank you a lot for getting into details, I think I've solved this problem:
Perfect bake, no visible seams at all!
I do actually have a little triangle if I get too close, but that's impossible to see from a distance (the model is not meant to be viewed in a close range) so I guess it's ok to have it, cause, well, it's a limitation of tanget space normals:
The edges are perfect btw:
It doesn't increase the polycount much so I'll continue chamfering my low polys (if necessary) cause they tend to give best results.
Thank you very much for helping me out, this issue has been stuck in my head for a while.
You can also try with mikkspace workflow if your target engine support it.
- Unwrap uvs with few seams and put 1 smth group on all the object.
- Disable FBX Tangents and Binormals when exporting
-Create new project with SP and Enable Compute tangent space per fragments
-Bake and see the result