So I tried using the method of: Having proper hard/soft edges (instead of all soft edges) Splitting UV's where all the hard edges are Used an averaged projection mesh (slightly inflated low-poly with all soft edges) to generate a normal map and the results turned out as this: The red arrows point to edges that are hard…
Hey guys, I'm currently baking out my normal maps for a project of mine using substance painter. I wanted to keep a texel density of 10.24/cm so that I could have a high resolution across the mesh when rendered close-up. The issue is that to do this I had to separate the main body of my tank to two 4096x4096 textures but I…
Harden and soften normals are identical to 'Set Normal Angle'. Softening simply uses a value of 180, while harden uses a value of 0. What does this mean? Set Normal Angle splits all normals for faces that are more than x degrees different in angle, where x is the input number. So harden normals splits all faces (more than…
Guys hi, I'm new around here. I have a few questions for anyone who is willing to take the time to answer. Concerning UV mapping and unwrapping props. - Can multiple props share a UV space even if you aren't using all those props in the level or is this wasteful? - How are textures made to repeat/tile if you are…
This is generally good advice but can be a bit app specific. The safe advice is to always triangulate before baking, because: 1. When you export your model the triangulation direction may change depending on exporter/loader, resulting in X shapped smoothing errors. 2. When you triangulate your mesh your mesh normals *may*…
Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
Hello! First of all, awesome thread, I've read and re-read a lot of pages from this thread already, but I can't seem to figure out some doubts I really need to clarify using one of my models to really solve them!. So, I'm making a random hard-surface spacecraft engine, and this is how I planned to unwrap it, according to…
Can someone help me please!, have read and reread everything, when i finally tought that i was starting to make sense of it, end up confused as fuck again. After read almost all of the coments here, bouncing back and forth btween the topics and my tests, i did make some bakes that end up lokking no that bad i think, and i…
I thought this was actually due to texture bleeding. The two faces will require two different colors on the normal map, but since you are wrapping a raster image (pixels) around a vector model, you are going to get texture from one face bleeding over into the uv's of another face. Hence the seam. Images incoming, making an…
No, gradients do not denote errors or anything of the sort. Gradients simply are there to compensate for your lowpoly vertex normals, no matter what those vertex normals look like. The more extreme your vertex normals are, the more extreme the gradients you'll see in your baked map. You can never spot an "error" by looking…