Spaggiari wrote: »
Well I've just tried to remove those sharp edges, I still get the same result. That's bothering.
PS: that's not ONLY with that suppressor model, it happens on every & each model I try to bake, something must be wrong with my setups?
ZacD wrote: »
Object space normal maps cannot be used on anything that deforms or animates, the lighting will break as soon as you move vertexes around.
ZacD wrote: »
Question, can most engines support animating object space normal maps, like UDK and CryEngine, or is that not offered without some mods and work
dzibarik wrote: »
I'm new to baking normals and this might have been already discussed here but I can't find the discussion. So the question is - if my normal maps look correct in Marmoset and Xnormal but look like shit in UDK and Unity does it happen because I messed some import settings? Or may be Xnormal and Marmoset share the same tangent space? I used Handplane to bake the map for UDK and Unity but they still look horrible. I can't post screens right now, but may it's a common problem and someone can point me in a right direction.
Priareos wrote: »
You were right about the seams and resolution. But even with a 4k normalmap i cannot get rid of them completely. Is it not possible to have an entirely flawless bake without any seams on close distance?
About the 'smoothing errors' a 16-bit map didn't change those. I'm not sure bit precision is the cause of the problem. Take a look at the shot below. It does look like my highpoly is messed up, because the artifacts are not typical 'stair-stepping-effects'. When i bake a 6-sided cube however, all uvs separated, i get a nearly perfect flat surface on these areas -.-
maybe i'm a little too precise here and it would not matter ingame anyways, but i just want to understand all of this entirely...EDIT: btw, it doesn't matter if i bake in maya or xnormal, it always looks the same
Quack! wrote: »
What version of Max are you using? This just seems like it moved the error rather than fix it.
EarthQuake wrote: »
The heavy gradiation in your normal map suggest that you haven't set your edges to soft at the uv borders, or perhaps your mesh normals are not being exported to substance.