Well you're absolutely right that it only works with very limited geometry, which is part of the reason that I ended up in here asking for alternatives. :) It doesn't work once you have any curved surfaces at all. I've already started playing around with face-weighted normals, and they're clearly far more versatile,…
Yeah right, giving beginners a foundation why exactly these problems happen should be the first thing to do :) I just mentioned this fix/trick because in most cases it´s just like selecting the "end"parts of the cage and scale them up which takes very little time to none. But like you said that only works for programs…
Ugh, been looking through simlar normal map threads to figure out what the hell is going on whenever I have to bake stuff; this sums it up nicely. I do have a question about this specific example though. Is it safe to say that the waviness is less in the far right cylinder because shape of the cylinder matches closer to…
Hey, has anyone here played Bioshock Burial at Sea episode 2? Did anyone else notice how Booker's guitar in the very beginning has very apparent waviness in its normal map at the edge facing the light source? It's funny to see an issue that is being humbly tackled in a technical forum out of the way appearing fairly…
Funny, this is what Per said when I showed him this thread. Slopes = more interesting highlights. It makes a lot of sense, because we have more variation in surface direction, instead of just the boring up down, left right, etc. You can see it clearly even with my simple little barrel test mesh, on A the highlight is…
I think I've managed to crack it thanks to this thread :) I was having a lot of issues but reduced them significantly by not having such harsh edges in my low poly. I'm new to this though so I'd love feedback on whether this is an acceptable amount of wavyness and if I could further optimise my mesh? I'm getting some small…
Hey metalliandy thanks for the reply, you seem to nailed the problem right away. Me being the idiot I am sometimes having downloaded the latest version of xnormal a few months back thinking it would overwrite the previous version, I continued to use my icon pinned to the task bar thinking I was using 3.17.5 when I was in…
I have some questions about the way you did the unwrap of the examples: 1- I know that if you split in more smoothing groups and UVs, it means more memory wasted in game. IMHO in B/C I would split the unrwap only for the circles and all the rest, the tube in one piece, not 2 like you. Why did you do like that? There are no…
Farfarer and ZacD are correct. It's not an error and is also view dependent. Increase the number of sides on the in game asset or Increase the number of sides on the low poly asset> bake to OS normals> remove the sides> convert back to tangent space. @Shinigami, As WarrenM said you should never edit normal maps after thay…
I see zero difference at all, actually, so now I'm thinking this "good triangulation" merely helps conceal the issues you get when your renderer and baker are out of sync as we all know max suffers from, because I was able to replicate my claims exactly. This effect was also visible in Source, so I had to recompile my…