no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…
Is the resolution actually bad? Looks like any of the problem areas are going to be less than 1 pixel in the final image. Also it looks inverted and too deep to accurately match the reference.
It's because the normalmap will go through every pixel and sample nearby pixels to average the normal in between every pixel. It might be quite a lot to grasp, I'm still not entirely sure about how to tackle these problems in practice. You should make a really simplified scene and try different normal map scenarios.…
Are you talking about having an even pixel density between all objects? It's only a problem if you are dead set on having a set pixel density. If that's the case, put other objects on your sheet. Not many games I've played have had even pixel densities. It's often prioritized by object importance, or screen real-estate.…
It's likely that your padding amount is too low. 8k will need 64 pixels of padding outside each UV shell, so you need 128 pixels in the gutters between the shells. I would suggest adding more padding, just completely fill the empty gutters with padding. Photopea has a fast padding filter, and you may need to run it a…
I think the pixel being refered to there is screen pixels not texels. Having tons of triangles that are at times going to be crammed into a few screen pixels is far from ideal. ie some very detailed object with lots of tri that can be seen from a far distance, Good LODs go a very long way to reduce these dense hotspot…
Ideally you want the triangle to occupy a set of 2x2 pixels at its smallest like the image on the left in the grid was one grid size larger. If the triangle only occupies a sliver of pixels whose area is not a 2x2 square it causes overdraw like the image on the right. All red pixels are considered when drawn which causes…
Well, at that resolution of course they'll be pixelated. They're only pixels, after all. If you zoomed in on that image and looked at the green and red channels each on their own, you'd see that it's nowhere near as smooth as it appears at first glance. The only way you're going to get "less pixelation" in this case is to…
Sandro - When I'm creating unwrapping for light maps, I usually just use the pixel snap tool in Textools when I'm done. I set the map size to what I plan on using for the lightmap in UDK, and then the pixel snap tool snaps the borders of shells to the nearest pixel. It's more of a workaround than an actual fix, but it…
Wait, do you want the glow to be the same size in screen pixels, regardless of how close the object is? So a lamp right next to you would have a glow falloff of like 20 pixels, and a lamp down the street would also get a falloff of 20 pixels? That's how it works for the most part, unless you enable distance-based effects.