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…
Yeah really there is no hard rule that you always need to add hard edges on your uv islands or anything like that. With organics or anything that is mostly soft, blobby organic shapes, where you don't have a lot of extreme angles the benefits are less noticeable or not at all. And yeah, with LODs you want to watch things…
Thanks guys I fixed it, the normals were fine, it looks like the issue was to do with my metalness mask which darkens whatever its applied to. Totally forgot about it.
True, I suppose I should have said that face-weighted normals are a good SUPPLEMENT to proper use of hard edges. EDIT: Lol, I like the new thread name.
As always, well done! Threads like this are a great resource to link to people who don't yet understand the difference (or benefit of being able to bake averaged projection normals on a split mesh).
final_fight, if the way DDO does it is giving you errors, like EarthQuake says, you can bake your curvature map elsewhere, and DDO will use that instead of generating one itself.
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.
because i dont create UV seams like EQ for the most part. i dont have them is same manner and that makes this workflow not so important if at all. as he mentioned already
Correct. But like I said, my normal bakes get messed up when I use that method. It should work/be that simple in theory, but I dunno if I'm doing something wrong.
I wouldn't even have pointed it out if it weren't for the fact this is a thread aimed at teaching people. Wouldn't want it to get picked up by people like 'MAEK ERR'TIN QUADS' has been.