Those screenshots are of a skeletal mesh with a blendshape. The shots are before and after toggling the blendshape in engine. I messed around briefly with manually rotating the bones in-engine and it looked like I was getting the same errors. I can revisit the file later today and verify, if you want.
For clarity: -Technically it is the other way around, where you have a hard edge, you must have a UV split. (but you don't need a hard edge where there is a UV split for things to look correct). But the way most people work is they UV first While doing your UV's think not only about texturing, but where your hard edges…
Oops yea, my wording is off. Gradations like that get baked in all scenarios where the low poly geo creates that gradient. In an un-synced workflow the gradation may cause (severe)issues, less issues happen in synced workflows. Sorry about my bad wording.
It may, in this case the edges on the highpoly are really just too tight. Which isn't very good for technical reasons like this, and doesn't make for a very appealing effect either(broader edges tend to show specular reflections better). So to me, the solution is simple, soften up the edges.
Cheers Joopson, that clears up that theory :) Does however leave me with the question of how exactly does having a separate UV and smoothing group work to improve the bake? Like, how does it actually improve the end result? What's it doing on a technical level to reduce smoothing errors?
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…
Optimizing polygon counts is generally a waste of time, especially down to that level. Quad overdraw is the main tricount related performance impact. Sometimes dynamic shadows are effected by the tricount, like Cascaded Shadow Maps in UE4. But you can use a lower polygon mesh as the shadow caster if that's an actual…
This is probably a very simple question but I'm a bit unsure on how to handle simple board-like geometry. if you model a wooden plank that's only a few centimeters thick, do you guys usually make a highpoly model for it so you can bake out the edges... or is it not worth your time?
lots of info, each time I learn new stuff thanks, guys. :) I got a question: about the cone object how to deal with it like: nail,spike,pin etc... hi poly low after baking as you can see there is sort of rainbow effect how to deal with these issues?
I've got to thank you for this as well EQ- the debate of using all one smoothing group vs. not is one i've discussed all too often with people, and it's really nice to have it all laid out like this. Also, I didn't know xnormal did explicit normals by default. Such great info to be aware of!