Are you using the SBM format exporter? If not, try it, it's jogshy's own format so it should be perfect.
I used obj converted to sbm to bake the maps but only used half of the model for the bake and then did symmetry modifier on the old obj afterwards to get my final model. Would it have baked just as well with the full model as with the one side? anyway this makes it hard to use the sbm now.
cant seem to get the uvs offset to do anything useful. might come back to this later gameartisans extended the deadline to sunday.
Ah yeah there is your problem, what you want to do is bake the entire model, but on your lowpoly, just offset one side of the uvs 1 unit to the side. If you just have half the model there, your normals are all incorrect down the seam.
If you baked with only one half of the model, if you take both halves and run a smoothing group between them (so left is 1, right is 2, etc) your currently-baked normals will work, btw. But thats kind of hacky
But its better to just re-bake them properly as EQ outlined.
Ah yeah there is your problem, what you want to do is bake the entire model, but on your lowpoly, just offset one side of the uvs 1 unit to the side. If you just have half the model there, your normals are all incorrect down the seam.
So overlap your mirrored shell and move it in the "W" direction? Or move the mirrored shell out of 0-1 space? With the UV's welded? Without? If welded, won't that streak across something else and get in the way?
Could somebody do a video tutorial or step by step pictures? I recall running into this problem early last year. I had to move onto a new project and never came back to it.
I would suggest :
>Keep your lowpoly intact and full, with middle verts properly welded
>Unwrap as needed (UV splits shouldn't but who knows...), split the UVs down the center of the face, and move the unused part away to the right. (1 unit offset)
>since the lowpoly is full, the vertex normals of the center line will point straight forward, hence will 'reach' the middle line of the highpoly perfectly. Bake away.
>Also, do both the bake and the realtime viewing in Xnormal. If it shows perfectly in Xnormal but bad in the engine, just ask the engine guy to get the engine up to Xnormal quality.
Replies
hmm I cant weld the uvs pooh is symetrical, I will see what that shifting by 1 trick does
heres the colour map
I used obj converted to sbm to bake the maps but only used half of the model for the bake and then did symmetry modifier on the old obj afterwards to get my final model. Would it have baked just as well with the full model as with the one side? anyway this makes it hard to use the sbm now.
cant seem to get the uvs offset to do anything useful. might come back to this later gameartisans extended the deadline to sunday.
But its better to just re-bake them properly as EQ outlined.
So overlap your mirrored shell and move it in the "W" direction? Or move the mirrored shell out of 0-1 space? With the UV's welded? Without? If welded, won't that streak across something else and get in the way?
Could somebody do a video tutorial or step by step pictures? I recall running into this problem early last year. I had to move onto a new project and never came back to it.
>Keep your lowpoly intact and full, with middle verts properly welded
>Unwrap as needed (UV splits shouldn't but who knows...), split the UVs down the center of the face, and move the unused part away to the right. (1 unit offset)
>since the lowpoly is full, the vertex normals of the center line will point straight forward, hence will 'reach' the middle line of the highpoly perfectly. Bake away.
>Also, do both the bake and the realtime viewing in Xnormal. If it shows perfectly in Xnormal but bad in the engine, just ask the engine guy to get the engine up to Xnormal quality.
Hope this helps!
plz ignore wip colour textures