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 don't think that's exactly it. The vertices are always split along UV borders, Mat ID changes, SG changes in any engine - that's true. But the split of the vertices does not automatically imply that the vertex normals should change their direction. Hence my question. In my original post I showed in the picture that, for…
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:…