Hello guys ,ihave some questions about lowPoly topology , here is a low mesh that i made to bake nhighpoly one on it ..
http://tinypic.com/view.php?pic=33jkbqv&s=6
heres is the mesh from the back :
http://tinypic.com/view.php?pic=2h2mkgy&s=6
this is how it looks when i smooth edges to prepare the mesh for baking normalmap:
http://tinypic.com/view.php?pic=xgbnnl&s=6
Now the questions : :poly121:
1- does that affect the preview of the mesh inside the game or the normal map will hide those artifacts ?...
2- if yes how can i fix it ? ,whats the best way/tips to make low poly topology ready for baking normalmap ?
3- one last question is ther a way to improve the final result my normal map to make it more believable :shifty: ?
Replies
and for the 3d question i mean is ther a way to maximize the quality of the normalmap ....?
http://tinypic.com/view.php?pic=p0qo3&s=6
http://tinypic.com/view.php?pic=2ik39rd&s=6
is that caused by the lack of geometry or somthingelse ...im confused
From the stickies in this section:
http://www.polycount.com/forum/showthread.php?t=81154
i think im splitting Uvs the wrong way ....is ther a proper methode to split the uvs to get a clean normalmap ?
Regarding UVs, seriously, give that thread a read. As for the hard edge/UV split at 90 degrees, using a plain cube as an example, you'd have each face as its own shell, slightly separated from each other to give some pixel room between them.
well for those crazy wires , i was trying to connect everything together to get clean geometry ...
http://tinypic.com/view.php?pic=dxd54w&s=6
is that unnecessairy ?
http://tinypic.com/view.php?pic=27zj8xt&s=6
is those strange shading spots normal ?
1) Edges along the sides or back, but still attached to the large face in the front.
2) Stray vertices along the edges.
Behind the scenes, Maya is triangulating the model for shading, which is why you are seeing this.
Maya will let you delete an edge without deleting the vertices if you press the delete key. You can Shift+RMB>Drag lower left to delete edges AND leftover vertices to avoid this.
http://www.4shared.com/file/SBO_eC8Q/Trash_Test.html?
Thank you !
edit: i would suggest www.dropbox.com
I had a quick look - the smoothing you're getting is because of a few reasons. You've got verts all along the edges of that big plane and you have 90-degree corners with soft edges, so the triangulation is all visible. If you want to use soft edges then chamfer the edge, otherwise just use hard edges. Use this logic for all the edges you've got dodgy smoothing on.
im gonna check it again...and for the 90 degree soft edges your right i forgot about it ..thank you kurt
her is a dropbox link Kity https://www.dropbox.com/sh/1ma6ux5multp7u5/Tbz5WyDbEk
https://dl.dropbox.com/u/13576177/Temp/Trash_C_tkLow.obj
You deleted the edges along the back, but not the ones that wrap around completing the loop - they need to end up somewhere, else shading like this happens. (select that big face in the back and do Mesh>triangulate to see how it would look in a game engine.
i think your idea of making them bowed is not bad .....
thank you again
http://tinypic.com/view.php?pic=kb5e9h&s=6
Uvs:
http://tinypic.com/view.php?pic=r29w90&s=6