I'll just re-quote this here, as I think it goes over what you're asking I'll try to get some images up at some point, still running through my head the best way to visualize some of this. I was actually in the same boat for a long time. I worked in exactly the same way, I was even a big proponent of object space maps a…
I'm not surprised that it looks wrong tbh. You are essentially using two different meshes as far as the normal map is concerned. ;) You always need to use exactly the same triangulated topology on your game ready mesh as the mesh you used to bake with or it will break the normal map. The reason you are seeing the errors in…
I have a question regarding UDK and normals. EQ states that you don't NEED to introduce hard edges where you have UV splits. And it totally makes sense. If I have a mesh in Marmoset it works like a charm (I only have separate SGs where the separate UV islands are). But with Unreal I run into a problem: when I import the…
I think my phrasing of "altering vertex normals" when I really meant "changing from hard to soft" might have been misleading. Here's what I should've said as it seems like we're on the same page. I'm well aware I need to just put this into practice to fully comprehend what I'm saying though. Gradients only show up in the…
Hello, everyone! Think I'd better ask it here, then open a new tread. So I'm trying to make my first bake, nothing special for the beginning, just a cube, but I'm already stuck and puzzled with it. Sorry, for newbie questions in advance.-) So I have a cube and bake normals in tangent space. As far as I understand, they…
Short blanket statements without understanding the theory behind them is always a bad idea. Its why we have people posting "Just use 1 SG" in response to other users bake problems, often to the detriment of the user seeking help(IE: with a non synced system its terrible advice). Or "Always use quads" Or "Never use…