Ok! So, if I understand correctly. 1: If I use a cage mesh in Xnormal (a cage mesh which I import from Maya where I define it by hand), it overrides or makes irrelevant the smooth normals setting. 2: The cage mesh should be set to all soft/averaged edges regardless of the low-poly. 3: The low-polys hard edges should be…
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…
Hi, sorry for the noob question, and lack english.. i try baking with unsplit UV for hard edge either soft edge in Xnormal and maya, but i think maya is way more supperior than xnormal... i know this is wrong by unsplit UV i should harden the UV border just wonder how it can be so different with the same method? here are…
i'm having a weird issue, i've been baking this modular level i made and it's been going fantastic. I have hard edges on UV seams that need them and all my normals look great. now i got to another piece and i'm getting seams on the edges that are hardened. (maya 2016 baking with xnormal) i can't figure out why i'm having…
1. Yes uv splits are the same thing as uv borders. 2. Hard edges because you have smoothing groups on either side of the edge. In Maya you just select your edge and set it to hard, in max you have the convoluted smoothing group system, so really just different terms for the same thing. 3. This is because of your geometry,…
There is nothing wrong with the gradients you are seeing. They are there to compensate for the shading on the low poly mesh and are perfectly correct. What are you baking/viewing in? Have you made sure that your normal map swizzle of the renderer matches the engine/application you are viewing the mesh + Normal map in?…
For clarity: -Technically it is the other way around, where you have a hard edge, you must have a UV split. (but you don't need a hard edge where there is a UV split for things to look correct). But the way most people work is they UV first While doing your UV's think not only about texturing, but where your hard edges…
The gradients are not bad in and of themselves. They are totally acceptable, correct and work perfectly well if the tangent basis of the render and baker match (The encoder is the exact inverse of the decoder). However, problems can and do arise when the tangent basis of the encoder and decoder (baker and engine etc.) do…
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:…