nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
I'm sorry, maybe I just weren't clear enough. What I meant was that if I physically split the edges or use smoothing groups together with a cage (for both the physically split and smoothing group model) the result will be the same. In this scenario the cage was created before the edgesplit modifier is applied (which splits…
The problem I get with this "hard edges" workflow is that there isn't enough curvature on edges. Because of this Quixel Suite fails to create suitable curvature map and masks from it.
EarthQuake But DDO creates its own curvature map from input normal map. With averaged low poly mesh everything's fine, but with hard-edged at UV seams...
However I see a lot of people in tutorial simply create cage in xnormal Editor so cage hard edges are alwayslike hard edges low poly. This is the best workflow? Thanks
Actually, I decided to experiment. I created two topologically identical cage meshes in Maya, one with the old uv's and one with uv's that matched the low poly mesh. Now, I didn't examine the normal maps created by xnormal pixel by pixel but the uv's appeared to have made zero difference. I can see how maybe this is an…
because i dont create UV seams like EQ for the most part. i dont have them is same manner and that makes this workflow not so important if at all. as he mentioned already
That looks like lightmap problems. Are you baking the lighting? Do you have a second UV channel? Unreal 4 can now auto-create good lightmap uvs, check for it in the model browser.
Man, I am glad I ran into this thread today :). I was trying EVERYTHING to get a clean bake of my desert eagle model that I recently created, and I was very tempted to bevel the corners of my model, until I saw the tips eloquently explained by Earthquake (Thanks man). So after splitting the UVs up and hardening them, my…