There is no magic fix here. You have to either split your uvs by smoothing group, or chamfer/bevel the edges. Even with a synced pipeline you will still have problems getting a 6 quad cube to render correctly, its simply beyond the technical ability of a tangent space normal map. This may seem like a simple task, but its…
ok, i have done a quick test before work, i have added the turn to poly modifier "Size 3" to my low poly object but i have keept the UVs from the non triangulate low poly object. After baking the normal map in 3ds max, the edges are still there. Jesus this issue drives me crazy! i will post some screenshots tomorrow
Where is the sense to chamfer the edges? I mean the normal map is all about to save the polygones and triangels right? for solution number two, when i split the uvs, in know the probleam disapperas but the object isn't any longer seamless in this case i think i will watch the tutorials in the links first ti get a better…
You are correct, your object will no longer be seamless. If you want seamless, you will have to chamfer your edges, leave it all as 1 smoothing group and bake that way. The result you posted looks correct for an unsynced workflow. Some good tuts: http://www.handplane3d.com/videos.html…
Your smoothing groups affect your normal map bake. So on your low poly, if you have hard edges defined by smoothing groups, as you do here, then you need to have those areas seperated on different uv islands. You have two options. Break apart your uv islands based on the smoothing groups you have here. Or the reverse, Set…
normalmaps always just resemble the highpoly, as close as possible, the closer the lowpoly is to the highpoly the better the result will be. Now if you split uvs and smoothinggroups you add new render vertices, the same happens when you chamfer your edges and use one smoothinggroup. however a chamfered box will need uv…