I understand the point, it's just a very long post with lots of caveats for something as simple as "use hard edges on your UV seams, except when using 1 smoothing group workflows" and showing a picture of it with and without. I should of treated it as Unwrapping-Baking 101 education, instead of delving into it deeper. ;)…
1. Yes uv splits are the same thing as uv borders. 2. Hard edges because you have smoothing groups on either side of the edge. In Maya you just select your edge and set it to hard, in max you have the convoluted smoothing group system, so really just different terms for the same thing. 3. This is because of your geometry,…
The talk is referring to high poly -> low poly bakes and therefore it's true that fixing faulty normal maps in photoshop due to poor bakes is bad practice. Something which has been stated in multiple polycount threads several times. Just gave it a try and it looks fine here. Did you by any chance just forgot to add an Edge…
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 need help :( -Symmetrized meshes -Hard edges along UV seams (I tried with soft edges, it's worse) -Uv are not overlapped for the bake -It's an FBX export in Xnormal -Triangulate before bake I tried with maya cage, xnormal cage, custom cage, and I have the same errors, not matter which. I tried in OBJ, nothing change. On…
Quack: I used lights and I flipped the green channel (Xnormal bakes in x+z+y-) and Maya is supposed to have x+y+z+ =). I Used Averaged Projection (If i got EQ correct, that means by using the cage in xnormal, is just as using average projection). My main problem is mainly knowing when and where to set the hard edge.…
I'm not much fussed on render speeds. I'd rather use one program, one that I know like the back of my hand. For rocks and tree trunks and organic assets made in zbrush though, I use Xnormal, with a max cage. You think this is alright to go with? Hard edge with max, using splits and smoothing groups (to uv's with tex tools)…
Even things that are square tend to have slightly rounded edges, little in life is really as sharp as a hardened edge in a 3d program would be, and objects generally look a little better if you exaggerate that softness. Now, if you just want to have completely hard edges here, you don't even need to bake a normal map for…
The benefit also of having one smoothing group (A) is that you can weld your verts a lot more, you can do quicker unwraps with roadkill and pelting on your hard surface objects, and as a result of the bigger UV islands, you have a lower vert count in the engine ( UV breaks = more verts ) would the subtle difference you get…
Yeah absolutely, especially with very simple objects where triangle count isn't an issue. Really there isn't much need to optimize a model lower than 500 tris or so (other than LOD models and models that will be instanced hundreds of times or something). When you're doing more complex assets you won't always have the…