well there you have it, your normals are locked in, its not smoothing groups defining the shading. i'd suggest to reset normals and set up the smoothinggroups again. dependent on your needs it should just be 3 clicks in a script such as textools.
Hi guys I had not much time to work on the SCAR but now I have a problem with my bakes. I get this weird line: I created the Lowpoly in Max but exportet it to 3dCoat to unwrap and pack the uvs. After this I reimported it to Max and there were some shadingissues. I have resetted the normals and stuff. On the Lowpoly the…
i havent had much luck with FBX. Then again, i havent had a problem getting smoothinggroups into maya from Max using OBJ. Make sure you have Normals and the smoothing group options on. If its still not working, try turning them all off, and all back on again. It started breaking for me too just now, so i unchecked…
a normalmap can only do so much, if the lowpoly shading is bad, if the normalmap doesnt have enough resolution etc it can only fail compensating for these things. what does the lowpoly look like without normalmaps? what do the UVs look like? i guess its all one polysoup with one smoothinggroup, creating a unch of nasty…
afaik splitting uvs creates rendervertices as well as does splitting normals (via smoothing groups, hard edges etc), and how could it not? its an extra set of data per vertex thats been split, in case of your box it will create 3times more information than with welded uvs, so you're not only creating more data with the…
Not sure if someone asked or if it was brought up already; did you try having each mirrored segment on its own smoothinggroup? There's something in the graphical programming world that I can't remember that'll mess up if a normalmap is mirrored but still sharing the same set of vertices.
Here is the high poly wireframe view. I know it's messy but it gets the job done. :poly136: Smoothing groups are universal to any sort of 3d model and they play a large part in how normal maps are displayed when applied to a mesh. A 90 degree angle is fine as long as there is a split in both the uv mapping of the model and…
do you have overlapping uvs? or exported the wrong side of a mirrored/stacked uvcluster? in theory synced normals are flawless, with or without heavy gradients, in practice the bitdepth (8bit per channel) and the compression will crush the theory, so if you can avoid heavy gradients with more geo or…
what will be your target engine? i mean if it is unreal or unity or even marmoset then you can really ignore the FBX tangents. export only the smoothinggroups and maybe triangulation if you didnt have it triangulated beforehand. unreal unity and marmoset support MikkT as much as substance painter does, then it should be…
You're using those horrible 'actionMan' snippets of code. Never use those! They're like shortcuts/wrappers for the actual code that are completely useless. Use this: fn ExportStatic nodes exportpath=(pluginManager.loadClass FBXEXPORTERFBXExporterSetParam "SmoothingGroups" trueFBXExporterSetParam "SmoothMeshExport"…