Read the entire first post, don't just skim it. The whole point of the writeup is to discuss the two methods with the *same uv layout*. You can't make a uv layout without seams, so there will always be parts of your mesh you can give hard edges with zero additional cost, and those parts naturally tend to be where you would…
If you're using modo you'd be insane not to use PipelineIO for this. If you think the exports from modo are causing trouble; check in xNormal's viewport to verify that the low/cage are correct. If you want to export stuff manually you can use Fararer's vertex normal toolkit to set soft/hard edges manually. Basically to…
For clarity: -Technically it is the other way around, where you have a hard edge, you must have a UV split. (but you don't need a hard edge where there is a UV split for things to look correct). But the way most people work is they UV first While doing your UV's think not only about texturing, but where your hard edges…
With a mesh like this, you should be able to get away with no hard edges, and less uv seams really. What are you baking in? I feel like that might be the source of your problems.
In general unless its a really simple asset, you shouldn't really be using the auto SG stuff in max or the auto smoothing angle stuff in Maya, atleast not more than to quickly set up your basic smoothing that you then further refine. Because of the nature of hard edges and uvs, you really have to take your uvs into account…
hi can i get some help here plz? after 2 days of trying i got better result but still not perfect, i have giving to undersatnd that to keep may hard edges i need to split the uvs where they meet,so thats what i did and definitely i got better result but still have some artifact whith fine details, as you can notice the…
almost two weeks of baking and I've finally figured out hard edges, UV splits, cage baking and so on. Finally it works (at least in xnormal). But damn, I wish this step wouldn't be needed.
I made a high-poly mesh, and a low-poly mesh, which is the default Maya cube. Since all the edges are hard edges, all the faces are split and is a separate island, and an averaged projection mesh, which is a duplicate from low poly and all edges are set to be soft edges. The normal maps generated from xNormal are still…
Let me see if I'm finally understanding all of this: 1) Average Projection cage and Explicit Projection cage determines how the normals will bake. Average Projection does just that, it averages the normals together between the low and high poly completely ignoring any smoothing groups you apply. Explicit Projection uses…