So I tried using the method of: Having proper hard/soft edges (instead of all soft edges) Splitting UV's where all the hard edges are Used an averaged projection mesh (slightly inflated low-poly with all soft edges) to generate a normal map and the results turned out as this: The red arrows point to edges that are hard…
As I understand, a proper Averaged Projection Mesh is a mesh that has the same topology as the in-game mesh, but with all soft edges, correct? Yep =[ All the edges with the black gap are indeed all hard edges and they also have UV seams, which from what I understand, should be able to avoid getting black gaps. The edge…
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 made a high-poly mesh, and a low-poly mesh, which is the default Maya cube. Since all the edges are hard edges, all the faces are split and is a separate island, and an averaged projection mesh, which is a duplicate from low poly and all edges are set to be soft edges. The normal maps generated from xNormal are still…
Technically you should be able to bake a mesh that has hard edges on every edge and uv seams on every face and get a seamless bake. IE: a cube with hard edges on every edge(which is an easy test case to make sure your workflow is... working). In practice you should avoid excessive use of hard edges, as it bumps up your…
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.
Low poly is a cube with flat shading or smooth with an edge split modifier, doesn't seem to matter. Plenty of room for edge padding. High poly is just a smoothed cube around the LP. The cage is a scaled up version of the LP. They're individually exported as .obj. I don't know the ideal export settings though.(Include…
Sorry if I was misleading. What I meant was it was intended to be a square pillar with rounded edges, like the cube earlier, but not a super low-poly cylindrical pillar that only has 4 sides. So, making a bevel or chamfer on hard edges instead, in certain situations, can be used as an alternative to the "set hard edge then…
The edges the red arrows point to have a very visible black seam while the edge with a green arrow looks smooth and doesn't have a visible "infinitely-sharp edge" like the others. I don't think that black seam would look fine after I have textured it. (I'll add better images after xmas.)