Can someone help me please!, have read and reread everything, when i finally tought that i was starting to make sense of it, end up confused as fuck again. After read almost all of the coments here, bouncing back and forth btween the topics and my tests, i did make some bakes that end up lokking no that bad i think, and i…
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.…
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…
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…
So, after LOTS of trial and error, this is the best I could get, which is still pretty bad and plenty of artifacts and shadows :confounded: 1. Red Square -> Im having a seam cut in the normal map where the seam end is, don't really know how to solve it, since it's just a simple seam in a cylindrical pattern, that I then…
Ok, so, I really need to know if I comprehend this correctly because I'm absorbing a lot of information that clashes with my pre-conceived notions. If I want 100 percent no tears normal maps drawn up by Xnormal I need to : 1: Use a cage for anything more complex than a single UV Island/Single smoothing group mesh. (Using a…
Hello people of Polycount! I've been doing a lot of normal map baking recently, and this thread has improved my knowledge of the subject immensely.Thank you all so much for your contributions! I have a quick question/example that I wanted to get your opinions on... Here are a couple of windows I'm making for an exterior…
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*…
Hi! 1. I prefer 3dsmax because I don't see too much difference, and the "hit only matching material id's" is very useful. UDK and normalmaps are not the best friends, so you can't 100% hide the seams and the bad shading. 2. I don't know, because I don't have seen that video. 3. Synced workflow is when you are using a…
so i've been reading this topic from page 1 - 9. Totally love it. But i've got a couple of questions. now firstly let me make clear that i can make normal map from a HP box (soft edges) to a lp box. (yei). But what i want to know is, how far should my UV Islands be from eachother(?) so they dont bleed to another (?). I…