Hi, i'm trying to bake a simple geometry but i dont understand why is seems like this, it's only a normal map bake anyone can help me pls? it's important thank you
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.
That looks like lightmap problems. Are you baking the lighting? Do you have a second UV channel? Unreal 4 can now auto-create good lightmap uvs, check for it in the model browser.
Which would be great if we could actually mix and match hard edge commands with vertex normal commands. There's no easy/quick way to get a hard edge like that with vertex normal tools. Natively, at least.
I did this just before you posted that. Added an edge loop on each of the ridges and it looks acceptable to me, although I'd like a second opinion. Also not sure if it's produced far too many polies.
Yeah this certainly helps with a lot of the issues you get when using entirely averaged smoothing for your mesh. But not quite as good as hard edges in most cases, which like you say are free, so...:poly121:
funth, are you sure that edge isn't set to hard? B/c it looks like it is and also not a UV seam. I just did a test cube (256) no seams. Just ran a test with a 128 and no seams... a slight coloration on the seams (from lack of texture info?). But you should only get a dark seam like that if you have a hard edge that is NOT…
What is that part supposed to look like, and how steep is the edge? I can't tell from that screenshot, but to me it looks perfectly fine once the Spec and Color maps come into play. Even without them it looks functional.
@Saiodin It looks like a texture filtering issue, which unfortunately is not fixable by artists. You will always get these problems when camera is so close to the corner like that even when everything is perfectly synced. In the screenshot below you can see a similar error even when an OS normal map is applied (OS normals…
Thanks so much for this info. I'll keep on going with my current workflow then:) Sounds like its gonna be easier to do max projection bakes and if the quality isn't better in xnormal I'll skip it for hard surface stuff. Thanks again.