I heard that a tesselated version of the low poly can give better result. But how can I preserve my smoothing groups? They dissapear when I smooth(tesselate) the low-poly
I tried smoothing the normals, then resetting them to face and smoothing them, but neither produced any results. The normal map isn't going to win any awards, but it works well enough for this one.
If you really need to bake down this low poly ngon, you get these issues probably because of smoothing issues (smoothing groups). You should subdivide the ngon model before baking it.
finally found the solution , my item was really tiny in game , heres how i fixed it. and i fixed the smoothing group issue by checking preserve smoothing groups in the udk import menu
I would just not split the UVs like that and bevel the edges of your box instead of using smoothing groups. It's almost impossible to get decent smoothing across something that's been split like that.
why not have one long cube for each string? then make sure each string has the correct width and apply alot of smoothing in smooth groups or make the self illumated if the texture is good?
you can try using selection constraints. while in edge mode goto Select > Select using constraints> Smoothing to Hard/ smooth. Then just crease you edges base on those selection.
Hello guys! Does anybody know why do I get these weird artefacts while baking AO in Marmoset4? It seems that topology have no problems, I also smoothed both meshes, I even tried to subdiv LowPoly model but it didnt help too
@sacboi thanks for the comment and the link,it was a usefull read.You're right about the topology,I wanted to make the low poly straight from the start then I realized it doesn't have a tri limit so I went a bit loose,at that point I was too far to redo it again. Started working on separate the parts and applying the…
yeah you're probably right. There was only 1 smoothing group in that model, I then tried 3 different versions (each with different sets of smoothing groups) and none of them had this particular problem. Thanks for the help.