@Thanez I fixed the issue by applying one smoothing group to the entire model and as I'm working to a synced workflow it shouldn't be that much of a problem. I think I'll just use a cage in future. Thank you for the help! One quick question, my model isn't baking AO information from my instances, any idea why that would…
My first guess would be the normal map y (or green) channel is inverted. What application are you baking in? And what application are you using to display the model?
I probably wouldn't model something like that personally, it is just the most extreme example I could think off to put context to my question. Say if I am using synced normals such as xnormal to UDK, and needed a model like that for whatever reason. If I set my one hard edge to where the green meets the purple it should be…
@sputman for car modelling dont worry about normal map baking. These days car modelling is more about clean even topology, terminating edge loops in areas that dont affect shading and adding as many tris as possible on curved areas while maintaining curvature and smooth shading. Roughly I would say for ~100k tris or even…
@artstream Yes I did, it was helpful but in the end I kind of changed my whole model. I suppose I wont reduce the amount of sides of the cylinder to avoid the issue.
There's a dropdown for low poly models in the "Smooth Normals" column. You can set it from "Use Exported Normals" to "Use Average Normals" Doesn't setting this avoid the need to use a cage?
Ignore This Post. I two different tabs open I ment to post this in the "How u model dem shapes thread" :( Having trouble figuring this one out. Thanks, Reed
Try making this object 1 smoothing group and rebake. With soft corners like the LP model has you can get away with fewer smoothing groups and fewer uv islands.
Not a car modeler, but aren't most cars today completely geometry only using normal maps for decals or to add texture? Doesn't seem like baking a unique normal map for a car is common anymore.
@"Nam.Nguyen" It's the same model, I've just removed the other peices to test if one UV sheet fixes the issue. UV's have been split by hard edges and smoothing groups are set by UV islands