I usually clean up my UV bake and use it to highlight all the hard edges on my model.
Is there some app or way that will only bake the edges that have split vertex normals?
I'm working in Maya at the moment, but I am actually curious if any app can do this, or if there is some quick trick someone has that's better than just hand editing the texture in photoshop.
Replies
I believe there is also a crazy bump trick to get nice highlights derived from your normal map, I'm sure you could probably do the same thing in Photoshop. I'm sure there's also a tutorial about doing just that around here somewhere.
EDIT:
Here ya go http://boards.polycount.net/showthread.php?t=52183
@Ben : Sometimes it would be nice to just have the UV export just show hard edges. If you could export them as paths (ignoring the soft edges), it could be a real time saver and very accurate.
Yeah I totally know what you mean. With my method you end up with a grid of useless lines that you have to then go in and erase. Like I said my workflow has a need for some improvements
If all you want are the outer shell edges.
Export your UVs as paths to Photoshop. Then right click that path layer -> Make Selection... -> Feather Radius 0, Anti-aliased checked, click OK. Then chose any selection tool -> right click the canvas -> Make Work Path... -> Tolerance 0.5, click OK. Now you've got a path layer called "Work Path" which represents only the outer shell UV edges provided that they are not right next to each other on the UV layout.
However, this turned out to not be enough. Because if I delete all of the smooth edges it can destroy my UVs in some instances. I had a fairly complex object with some overlapping UVs that was pretty well optimized and it turned my UVs into a mess.
Really the only way to do it seams to be taking a screenshot like CheeseOnToast suggested, but I don't know the best way to get a set resolution using this method. Also if you have a non-square texture like a 256x512 then you wont be able to use this method at all if your UVs are scrunched into the 0-1 range. Because normally I use the bake tool to bake out a larger texture that unscrunches my UVs for painting.
It would be really nice if there was some slick way of doing this, still this is much farther than I had gotten. Thanks guys.
There's a way round this bit at least. Assign a blank non-square texture in the right proportions, and then click the "use image ratio on/off" button in the UV window.
I found some script snippets that select hard edges (smoothing group wise),- once those edges would be selected the script would have to convert them to UV edges - store them in an array - and then plot pixel line wise each UV edge of the array into a bitmap,- that bitmap could then be written to the clipboard or saved to disc as image.
Another way would be to select the hard edges, convert to UV edges, swap UVW channel with Mesh XYZ channel. Back select the converted edges from the former UV channel now in the 3dspace - and convert the edge selection to a spline. Add another square spline around the extracted splines so that you have a prober bounding box, export as illustrator paths, import into PS and use it there.
In booth cases the most vital part would be to select (script wise) the hard edges and convert them to UV edges. After that its a matter of execution and type.
The spline solution is more accurate but requires a nasty workflow - like exporting the AI, import in PS, goto paths tab, right click on path,.... Sure you can record a macro for that but it still require more interaction.
And if you want a trace template the aliased bitmap would be enough. Maybe a pixel radius attribute so that you can render different thickness levels - and then resize it using bicubic interpolation in photoshop so that the lines appear anti-aliased.
A start point for the script could be this:
http://www.scriptspot.com/3ds-max/hard-soft-edge
but I am sure that I saw some direct edge selection of hard edges around here before,
edit, perhaps this one:
http://www.scriptspot.com/3ds-max/split-hard-edges
http://www.ddag.org
For Maya... have you looked at the vector renderer? I bet there's also a toon-style shader for Maya that would give you lines along the hard edges...
tutorial: cavity maps and more from crazy bump!
Maybe I need to tweak more but I thought it was a nice idea,- scripting the whole thing into 1 button later is no problem but tweaking so it works is difficult. Now I am looking for other shader effects that put contrast on edges.
as soon as I have something solid I will add it to texTools, related thread:
http://boards.polycount.net/showpost.php?p=991072&postcount=471