Many thanks for the pointers @Eric Chadwick Unfortunately, I don't understand what you're asking exactly, so here is the normal map: By 'run a histogram on the original texture', do you mean like so? I must admit, I didn't pay too much mind in what color space the texture itself was being previewed in, as long the shading…
Lots of good advice so far. It's probably worth using all this feedback to create a few samples then compare the results, from a typical player's point of view, to see what works and what doesn't. Though it's also worth asking: How sharp is sharp enough and how good is good enough? As an example: Here's three cylinders…
if the tangent basis used in the baker and viewport don't match you get shit results if you try to bake a greater difference in surface direction than a normal map can handle (absolute maximum in perfect conditions is 180 degrees) you get shit results this is explained at length in the threads about normal map baking -…
I've been using SP2.5 for ages now... and just recently it's turned around to me and started messing with my baking... I'm getting this issue when I bake my normal maps on hard edges it's almost like my UV islands weren't split... or to better explain it if I bake a simple cube, all my edges come out looking like Average…
only if it causes a problem where you are baking. the rays being used by the baker may act weird if you are at some crazy scale. but if you get a good bake, that's all that matters.
I finally had my first chance to try the TB3 baker. Have to say I really like the workflow and the results, it only seems to have an issue with custom normals. In a very simple test I baked a beveled cube with custom normals onto itself. There should be no normal information but the edges show a slight difference. I tried…
Having and odd issue. For some reason no matter what I try I get major seams when I use the matcap baker. Any one have this issue or a solution? I have run through the documentation, tutorials, threads, and I have come up dry every time. thanks ladies and gents. ^__^
A good rule of thumb is that, if it's a separate piece how it was assembled or built, it's a separate piece. You can always bake with "match by name" or with just a traditional exploding method in the baker of your choice, to avoid baking artifacts.