Lot of great discussions in this thread! I agree that the OP can be structured a bit more. Maybe leave all the basic terminology to a different post, or point to the Wiki where the info on it is, and highlight the pros and cons a bit more. Don't know if it has been linked to, but here is unreals page showing a flawless,…
Came back from work and made a quick test in Maya. Everything went just fine. I tried with the cage with completely soft edges and another with hard edges and both yielded the same correct results. I use Modo 601 at work and this last test made me think that maybe the issue is within Modo. Perhaps I should try another…
Sorry, yes everything is very factually correct and well written (and should be pinned imo)! It's a great document to explain to people having trouble with their normal bakes. Basically down to, yes if you have time to do hard edges baking and setup, go for it! not all models require this though, and sometimes its…
Hey there First of all thanks to Quack!, Joopson and Earthquake so..... i really have been missing the cage. But i didnt actually forget it, but i didnt "activate" it in xNormal. I was assuming that when i opened the 3DViewer and nothing of the low poly sticks through the cage it would be fine. But i was totally wrong, i…
This is a resolution/detail/uv seam issue. Any time you have detail that is very fine, and you have a low resolution texture, especially along a uv seam you will see visible seam. To fix: * use a higher resolution texture * don't use such fine detail in your highpoly (your edges are too tight here) * don't zoom in so far…
I am still getting seams with caged baking exported from Blender 2.69 RC to XNormal. 1.) UVs are set up correctly with a lot of padding space, hard seams are in place 2.) Lowpoly serves as slightly scaled up cage 3.) Lowpoly and cage have only ticked "Selection Only", "Include UVs" and "Smoothing Groups" 4.) When importing…
Hello everyone. I'm writing a document for my team about best practices for baking normal maps. There are a couple of things I'm still not sure about, I thought I would ask here and see what people think. I've read the wiki and a lot of this thread, but still the answers to these two questions escape me! Here goes: 1) I…
hey, yeah i read it. I guess i'm following the same lines as MM. With the hard edged method you have a LOT more breaks in your UV. It really has nothing to do with using the same UVs in your example, because your UVs have already had time put in to support the hard edge workflow. What I am saying is, that if you use 1…
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…
Hey Wirrexx: I'm not sure if you've read this thread but you should have a look: http://www.polycount.com/forum/showthread.php?t=81154 I think it will help with some of the wavy edge issues you're getting there. This post here specifically: http://www.polycount.com/forum/showpost.php?p=1288654&postcount=9 As it goes over…