Thanks for the feedback guys :) as always - much appreciated! The control loops did a great job fixing some of the distortion. The model is primarily just for learning purposes but the object it's based on is a very small part of overall mesh. I have no idea what object space normal maps are but I'll look into this when I…
Okay so here are the new screens: Just added some support loops on side of the wing. This results in this normal map: There are still some issues on the right side, however they are barely viewable. Still wondering why issue occurs. I will do some more research. By the way, I get the same result, when I export the meshes…
swiftloop is just what you need, just place loops while holding down Shift key. You can also just split your sides evenly with Connect and then apply Set Flow (ribbon menu) to newly created edges and it will reshape them to match the topology. Or split sides and uniformly scale them outwards. It's up to you...
What are you baking in? It's true in all cases as long as the cage isn't split. Any time you are using a proper averaged cage the vertices of said cage set to all smooth (no double verts) so there are no gaps in the projection & you add loops to control that projection in order to stop skewing. If adding geometry didn't…
Thank you for the guide. Very interesting. I have a few questions: 1)About "Averaged cage": I red around (this thread included, i think the last picture in the first post shows it?) averaged cage. But i cant find anywhere what averaged cage is. Is this a cage that was all smoothed? Or it is something else? My usual…
Hey guys I have a quick question somewhat related to this subject: What are peoples views on bumping up polycounts for portfolio peices. By adding a couple of loops I can get a good bake, but by adding a bunch I can get something indistinguishable from the high poly. For a 'hero prop' where the goal is something closer to…
Baking and then removing geometry is generally a very bad practice. Because you're altering the mesh normals, the normal map should always be rebaked after altering the mesh. If you can manage to remove the loops, but keep the mesh normals exactly the same, it will work. When you get to more complex meshes than just a…
I posted for a problem like these and I was sent here so here my problem: I'm trying to bake a normal map and after reading here I added more topology to my low poly mesh and added some support loops around my hard edge but I still get some wierd artifacts. with normal map: without: I baked the normal in Substance Painter…
But let's not forget that wavyness can be caused by both low poly geo not matching the high close enough, and the averaged normals. Adding some support loops help the latter, like this: By just adding a couple of edgeloops I've gotten rid of the wavyness on the sides of the barrel. Wavyness on the top and bottom edges…
Yes, that's correct. This is because the extra vertices needed to generate the hard edge have already been created in UV space. If you create a hard edge in 3d space however, you have to split the UVs in order to get a correct bake at the same location which costs extra. Yes, the normal map would have to do more work, but…