Great article/read EQ...I was wondering if you could clear up a few things for me??? 1)I think I might have the terminology wrong...are UV splits and UV borders the same thing? 2)Are edges considered hard because its on a 90 degree bend or because the edge is between 2 separate smoothing groups? 3)Is this what you were…
You don´t need hard edges at all uv seams. You need a UV seam where a hard edge is ;). Basically for the sword shed you won´t need any hard edges because its a very smooth object. If you experience some weird lowpoly shading just add 1 or 2 edges.
When a mesh is actually rendered on the GPU, any UV seam has to been split into 2 separate edges, that's why the seam happens. UDK technically could keep the original vertex normals, but it doesn't, it just reads the mesh and splits it. I think TexTools for 3ds Max has a button for that, http://www.renderhjs.net/textools/…
Sorry I meant different then what I typed. I use an 8 px "gutter" for a 2048^2 and go down from there the smaller the texture sizes. I haven't researched recently if this is correct, but I read somewhere at some point that this was correct or at least I thought...ha! [edit]Looks like I may have read on the PC wiki:…
final_fight You might also need to check the edges on your high poly model. If they are too tight and take only like 1-2 pixels in your normal map after the bake, this could be the reason why dDo can't generate a proper curvature map. I use Quixel Suite a lot for my current hard surface project and I never had this problem
(Picture 1 is keeping edge loops intact before export.) (Picture 2 is removing vertices that aren't supporting the mesh's silhouette.) I understand that doing this on a mesh with just one smoothing group would be a disaster, but what about on non-smoothed faces. It doesn't affect the shading, so is there another negative…
That would give you the best normal map... not worth it (texture space or UV wise). I would probably just have the outer edge hard; seam b/t green and purple-- giving you 2 uv islands. This would eliminate gradient in your normal map in the green area. Uv islands Green Purple, blue, red. (all one, soft edges in b/t)
Really Appreciate the answer. And EQ thanks for this thread, noobs like me tend to learn by reading and doing. And this is one thread is for the one who wants a good read but also if one wants to try. well, hopefully when i get home i have time to finish Monthly noob challenge 2 in time. the only thing holding me back atm…
Hi guys, I have some issues while baking the normal maps. The last 2 issues I have not been able to fix myself are these two: 1. As I am using mirrored faces I get this seam... The thing that surprises me and makes no sense to me the whole blade of the sword is also mapped the same way, but on both sides - sharp and round…
hi can i get some help here plz? after 2 days of trying i got better result but still not perfect, i have giving to undersatnd that to keep may hard edges i need to split the uvs where they meet,so thats what i did and definitely i got better result but still have some artifact whith fine details, as you can notice the…