Pretty much all of this. Your uvs need to be straightened, otherwise you need a lot more texture resolution to represent the same information. You only need 1 row of pixels to represent a straight line, however, you need 2-3 to represent an angled line. Pixels are square, make sure your right angles are square in your uv…
There's actually a few reasons not to do that. With mirrored meshes where you have 2 island representing the mirrored surface it may not be a good idea to split these two island to different smoothing groups, especially if your mesh isn't a flat plane. Also, it's not a very good idea to make hard edges on a cylindrical or…
had a look at it, one thing is a bit confusing to me. at the left you have "A" wich is in one smoothing group (wich probably also means the unwrap stitched together as good as possible) and has 70 verts, wich would be the option with the least verts. but then option C, wich seems like it has some hard edges has 68 verts.…
@solidshark Check out [ame="https://www.youtube.com/watch?v=OONQzKcWeMY"]this[/ame] video. Its a really comprehensive overview of normal mapping. @teho. I checked it out in Toolbag 2, can't see any visible seams. I would check your lightmap UVs, check your export settings and import settings. Make sure you are exporting…
I am still getting seams with caged baking exported from Blender 2.69 RC to XNormal. 1.) UVs are set up correctly with a lot of padding space, hard seams are in place 2.) Lowpoly serves as slightly scaled up cage 3.) Lowpoly and cage have only ticked "Selection Only", "Include UVs" and "Smoothing Groups" 4.) When importing…
I remember having issues with Crysis 2's tangent basis, although perhaps the latest CE3 SDK is synced with the qualified Max normals, thanks for the info Racer445. Either way, if the xNormal plugin works with the latest version, I think i'll have to try that out. I've been avoiding xNormal, perhaps it's time to start using…
Hello. I'm having a problem with my edges and am wondering by now if this is an actual problem or just a limitation. I've read this thread and others and searched for the last days, but I just can't to pinpoint what exactly my problem is. I've tried to follow the advices as close as possible regarding UVs and hard edges,…
Maybe someone else can give a more technical answer but this is how I understood it, normal maps are basicly encoded in a certain way, and it needs to be decoded. Maybe a bit stupid to explain it like this and probably doesn't make that much sense but: Synced would be: Baking: 5+5=10 Renderer: there is a 10 here, so that…
This is generally good advice but can be a bit app specific. The safe advice is to always triangulate before baking, because: 1. When you export your model the triangulation direction may change depending on exporter/loader, resulting in X shapped smoothing errors. 2. When you triangulate your mesh your mesh normals *may*…
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,…