This problem keeps coming back to haunt me and I really need to learn where I'm going wrong as this keeps giving me such a headache.
I'm working on a cooker asset, baking high poly to low poly, modeled in 3Ds Max and baked in Xnormal. I'm limited to 512x512 maps so I crammed my uv space and overlapped/mirrored where I could to save space but each overlapped island has totally different shading/normal values. Each overlapping section has been given its own UV island and unique smoothing groups and all overlapping sections were offset +1 in the uv grid space for baking.
Any help appreciated. Thanks.
Replies
http://autodesk.com/us/maya/2011help/index.html?url=./files/Polygons_nodes_Tangent_Space.htm,topicNumber=d0e239582
hope that helps
I mapped the entire door but added edges to the mesh so I could seperate the UVs into quaters. When unwrapping I broke each quater of the UVs apart and mirrored them respectively so that they fit on top of the original quater. I then displaced them into other UV channels for baking.
I know this does work as I have done it before I just can't figure out what I did last time and where I'm going wrong this time. Here's an example of where I got it working in the past (this works perfectly in UDK).
Our internal engine handles this situation perfectly, as long as all the overlaps are moved to separate whole-number locations in UV space. That is, the mirrored and overlapped UV islands are all offset from one another, so none of them overlap any others.
I think UDK however only handles mirroring on U. There's something in UDN about this.
@Ace-Angle, not sure sure what you mean. I offset the overlapping UVs before the bake if that's what you're asking?
http://www.polycount.com/forum/showthread.php?t=76636