Ok, I've been working on a toy and a box for it. Now I been working with the normal map for the box. And found a small error when rendering in marmoset toolbag. Don't know if it's my normal map or marmoset making my head spin.
Here is the model with the normal map all four renders are with the same norm map. Only the light is moved a bit between the renders.
The error I want to try to fix is the light edge error on the pictures to the right.
Please don't comment on the inside of the lid it's only back face culling. ^_^
Any tips of what to do to fix this? Thanks
Replies
Do you have a hard edge along each UV edge? (smoothing groups in Max)
"Chocking" is supposed to be spelled "Choking" I think.
Make the whole box into one cluster in the UVs since you want that rounded corner. Im not sure if you have overlapping UV's but that would be another thing i would check.
Honesly i think you can get some better advice from the experts here on polycount
[edit] You could also bake in maya, as it does the "correct" method by default i believe.
Thanks for the help and tips.
Is it possible to not use cage with xnormal? I mean I've never checked use cage option, does it mean it uses a default cage instead? So is it that if there's a average cage option that I can find, I must use it, then check the use cage before baking whenever I have lowpolies with hard edges?
Sorry didn't mean to hijack your thread bloodmoon, let me know if you think I should start my own and I'll delete my post, its just my problem is exactly like yours, or maybe you can help me out by explaining what you did? Thanks