Hi.
This issues has been with me for a while. I have problem when baking my hard surf. models. I've tried all methods and I still get Visable seams. This is using marmoset. I did the smoothing groups correct I think. I set hard edges. And I cut them. But I still get the seams when you're close to be visable. Is this a normal thing? Am I deluded or am I doing something wrong?
I uploaded the High poly just to show the size of the bevel I am baking and I uploaded the low poly to see the Hard Edges. If anyone has an idea Thanks alot. This was exported from Blender to Marmoset. I am thinking of trying to run the model in Maya, do the Hard Edges there and try to export from there.
This is something that I can't learn for all this time. Sometimes I get better bakes when I do the UVs without cutting the sharp edges.
Maybe it's the export from blender.. I do not know. I also triangulated the mesh.
NOTE this is a 4k bake and the uvs are packed auto with 90 degree align so I think it's not the uvs. I dunno.
If anyone can help with this I will be forever greatful.
Replies
You need to ask yourself if anyone is ever going to see this, once the model is textured with diffuse/metal/rough, and lit, and shown at an average viewing distance, in a real in-game scenario. No one is going to notice this.
A couple related wiki pages:
http://wiki.polycount.com/wiki/Normal_map
http://wiki.polycount.com/wiki/Texture_Coordinates
Related Forum threads:
Of Bit Depths, Banding and Normal Maps
Skew you buddy! Making sense of skewed normal map details.
Understanding averaged normals and ray projection/Who put waviness in my normal map
You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
One great resource is simply to study actual models from commercial projects. You can look up games that have Steam Workshop integration for cosmetic items (Dota2, TF2, Warframe ...), as these will have an art guide with FBX exports of the main models from the game to be used as a technical reference.
And then you can dive into game modding in general, for games that may not have official tools and workflow - as these will have third party user-created tools for model ripping and integration. You don't even have to do the model extraction yourself, as there is a number of websites hosting such models rips.
I do padding pixels overlayed by themselves with some transparency factor input except IN blue channel . Sometimes it makes IT a bit better or mayBE I just deceive myself.
I think I got a better bake now with some redoing on UVs but. The seams are still there if you zoooom like really really close. We'll see when I start texturing. I know that also I kinda made the bevels small so that might be the issue too. Might be. But I will read the posts that Eric Chadwick sent. I will see if I can make something out of them.
Cheers!