Lots of good advice so far. It's probably worth using all this feedback to create a few samples then compare the results, from a typical player's point of view, to see what works and what doesn't. Though it's also worth asking: How sharp is sharp enough and how good is good enough? As an example: Here's three cylinders…
if the tangent basis used in the baker and viewport don't match you get shit results if you try to bake a greater difference in surface direction than a normal map can handle (absolute maximum in perfect conditions is 180 degrees) you get shit results this is explained at length in the threads about normal map baking -…
I've been using SP2.5 for ages now... and just recently it's turned around to me and started messing with my baking... I'm getting this issue when I bake my normal maps on hard edges it's almost like my UV islands weren't split... or to better explain it if I bake a simple cube, all my edges come out looking like Average…
only if it causes a problem where you are baking. the rays being used by the baker may act weird if you are at some crazy scale. but if you get a good bake, that's all that matters.
I finally had my first chance to try the TB3 baker. Have to say I really like the workflow and the results, it only seems to have an issue with custom normals. In a very simple test I baked a beveled cube with custom normals onto itself. There should be no normal information but the edges show a slight difference. I tried…
Many thanks for the pointers @Eric Chadwick Unfortunately, I don't understand what you're asking exactly, so here is the normal map: By 'run a histogram on the original texture', do you mean like so? I must admit, I didn't pay too much mind in what color space the texture itself was being previewed in, as long the shading…
Having and odd issue. For some reason no matter what I try I get major seams when I use the matcap baker. Any one have this issue or a solution? I have run through the documentation, tutorials, threads, and I have come up dry every time. thanks ladies and gents. ^__^
A good rule of thumb is that, if it's a separate piece how it was assembled or built, it's a separate piece. You can always bake with "match by name" or with just a traditional exploding method in the baker of your choice, to avoid baking artifacts.