Hey all, im just testing the transfer maps feature on a simple elongated cube. When baked im getting some strange errors in the normal map and im unsure why. I have laid out the uv's for the low poly and sewn the edges accordingly but the normal map picks each sewn edge if you like and puts a crease down it.
If anyone could help me it would be much appreciated!
Thanks, Adam
Replies
http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
If that doesn't fix the problem, please post your low poly mesh so we can see the normal shading, your uv layout, and what your normal map texture looks like and we can diagnose it.
Images are in the post...
http://cg.tutsplus.com/tutorials/autodesk-maya/create-a-new-york-subway-entrance-in-maya-day-2-uv-and-bake-2/
when he bakes his normals from high to low annd his uv's are sewn and normals hard edged, yet he gets the desired results. but im not and im doing it exactly.
I dunno what to tell you, from the research I've done, mathematically it should be impossible to have hard edges and sewn uvs and not get a seam. If you have a hard edge, you need a different pixel for each split edge normal, and if the uvs are merged you only have 1 pixel. I don't know if there's much else I can tell you, those images demonstrate how to do it correctly.
Thanks alot mate
matr1X> Soft edges has the benefit of costing less triangles for a game engine. Once you use hard edges, material breaks or have a split in your UV your vertex will count as several.
From Guillaume Provost article "Beutiful, Yet Friendly".
The only way I can imagine getting away with hard edges and not having split up your UV's as you mention is if you do not use any texture filtering. It is the texture filtering that needs to sample the surrounding pixels that will otherwise screw up this scenario. This works properly with soft edges.