So my normal map appears to be bleeding from one face to another.
-The numbers represent different smoothing groups, the UVs are separated at the different smoothing groups.
-I used max to bake the normal map.
Anyone know why this happens and how to fix it?
Thanks
Replies
Are you baking the smoothing groups to be used as normals? Is there a high poly mesh at play here?
Also, separating UV's by SG isn't essential (probably not even recommended) when it comes to baking a normal map. Unique shells/islands tend to result in obvious normal-map seams around the edges. Not the problem you're encountering, for sure... but a thought to hold regardless.
More details please!
There are no disadvantages to breaking up smoothing groups at uv islands, only a poorly set up bake would cause seams in this case. Your verts are already split at uv boarders, so splitting up the smoothing groups/using hard edges on uv borders makes no difference when it comes to performance.
Also, whats with the weird text color?
I am baking this down from a high poly.
Or, poor SG placement... surely? You're right though, especially in this example. As for the text... is orange weird? I do it on every forum that offers me a dark background.
@Dismembered, if you're working with a high poly mesh... forget smoothing groups... well, have one smoothing group for the LoPo. The high mesh should depict the direction of the normals. If it doesn't... then it sounds like your projection cage could do with some loving.
Yeah, poorly set up smoothing groups/hard edges. ie: where you do not have a uv seam, will also cause seam artifacts.
RE: orange text, generally colored text is frowned upon here, its just annoying really.
This is likely a case of:
A. Your low not matching up well enough to your high - http://www.polycount.com/forum/showpost.php?p=1375489&postcount=126
or
B. Your cage projecting at such an angle that your map is getting traced up the side, cutting some supporting geometry here will help - http://www.polycount.com/forum/showthread.php?t=81154
or
C. Both. =P
Something like this may fix it:
Side note, why does that tiny cylinder have so many sides?!?!
B. You mean cut it in on the LP for the bake then remove it after? (Little confused on what you meant)
Your side note, mainly because this bake is really getting to me and I want to get it right. I will fix it though. Should be easy enough.
Using supporting geometry to fix normal projection issues is common, and something you should plan on, if you have XXX triangle budget, always allow 10-20% for corrective geometry.
Those artifacts look like a combination of an aliased normal map and slightly wonky cage/low poly..
good luck!