I have a question regarding UDK and normals. EQ states that you don't NEED to introduce hard edges where you have UV splits. And it totally makes sense. If I have a mesh in Marmoset it works like a charm (I only have separate SGs where the separate UV islands are). But with Unreal I run into a problem: when I import the…
I don't think that's exactly it. The vertices are always split along UV borders, Mat ID changes, SG changes in any engine - that's true. But the split of the vertices does not automatically imply that the vertex normals should change their direction. Hence my question. In my original post I showed in the picture that, for…
I think it's silly to think of it as "hard edge vs 1 smoothing group" like these are the only options or that 1 smoothing group means anything at all in the first place. Think about it in terms of how extreme the mesh normals are instead. The more extreme the mesh normals are, the stronger the gradients will be in the…
Short blanket statements without understanding the theory behind them is always a bad idea. Its why we have people posting "Just use 1 SG" in response to other users bake problems, often to the detriment of the user seeking help(IE: with a non synced system its terrible advice). Or "Always use quads" Or "Never use…
From what I understand you want to always use an Average Projection. What this means for xnormal is you need to export a cage. Theres another alternative to that within xnormal but I'm spacing on it. Its a really easy alternative. The reason why you want to use an Average Projection is because the cage will ignore any hard…