So a correct workflow would mean i make the low poly in Max and apply smoothing groups where UV splits are or where i need them (but i must create a UV split with padding if i smooth somewhere there is not already a UV split), then in Xnormal under the low poly settings choose "average normals" and also load in a cage and…
When thinking about edge padding what you really need to consider is mip-mapping. 4 pixels of padding at 2048 may not be enough, when that texture mips down to 256 or so those 4 pixels will be sub-pixel size as 256 is 8 times smaller than 2048. 8-16 pixels for 2048 is probably a bit safer. Naturally when an asset is using…
Hey there First of all thanks to Quack!, Joopson and Earthquake so..... i really have been missing the cage. But i didnt actually forget it, but i didnt "activate" it in xNormal. I was assuming that when i opened the 3DViewer and nothing of the low poly sticks through the cage it would be fine. But i was totally wrong, i…
Thanks I know the rule for baking normal map , but when I read about sync workflow I thought just do 1 smoothing group and that it. :P what you said still I need to apply the same old rule to sync workflow. sync not about 1 smoothing group and it will make a perfect normal map it only help to rip off the gradient issue,…
i was reading your post again and the way you create your detail map seems like very old method. i hope you know xNormal have had very nice curvature map feature for a long time now. although it does have some minor ray cast issues, which can be avoided by doing couple bakes with different settings and taking best from…
I don't think that splitting texture sheets can cause seams, and your screenshots with and without problems are not even from same mesh. Look like you have some bevel on those hard edges, make sure you split UV islands where you have smoothing split. ( tutorial on page 1 of this thread ) If you don't use a cage, make sure…
had a look at it, one thing is a bit confusing to me. at the left you have "A" wich is in one smoothing group (wich probably also means the unwrap stitched together as good as possible) and has 70 verts, wich would be the option with the least verts. but then option C, wich seems like it has some hard edges has 68 verts.…
I could use some advice with this problem I'm having. Getting ready to UV this Deagle model, and I'm consistently having problems with these tight little areas, I can't quite figure out how to smooth them correctly for baking, while still having it somewhat simple to UV. The area I'm specifically having trouble with is…
Tangent space normal maps like that record the direction the surface points in texture space, not local/object space. What this means is that red will always point towards the right of the texture and green will always point towards the top (or the bottom, depending on whether you use an inverted green channel or not). The…
Since you are talking about it, I'm jumping in the thread to ask this question which occupies my mind since a long time : why do you split the normals on your UV seams ? I don't understand the benefit. Maybe I didn't have done enough bake/models to see the interest. Do you guys have some concrete examples ? My method to…