Except that I didn't do that. Its just a regular old UV layout, it isn't obsessive compulsively welded together to minimize seams, nor is is set up to use a lot of hard edges. For instance, if the sight was meant to go into an engine that doesn't support synced normals, it would need even more uv splits to support the hard…
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…
not at all! at the end of the day, every process has some positives and some negatives. for example, i would avoid exploded baking at the cost of couple more hours to have a more realistic AO bake. if i have to do couple minutes of manual cleanup, so be it. i want a better end result AO. you mention the brink guns, but i…
Ok, so first things first. This is a test mesh I created to show off 3Point Shader quality mode. What that means is this mesh was created specifically for a synced normals workflow and to show off the benefits of that workflow, there isn't an excessive amount of uv seams, in fact there are less than I normally would use…
Hello people of Polycount! I've been doing a lot of normal map baking recently, and this thread has improved my knowledge of the subject immensely.Thank you all so much for your contributions! I have a quick question/example that I wanted to get your opinions on... Here are a couple of windows I'm making for an exterior…
Hi. I've read this post for a couple hours now and have a few questions. I didn't get through all the pages, so I may ask answered questions but I was searching for answers and decided asking might be faster. okok 1. I use 3ds max to bake my normals and AO, using projection and cages. I use Marmost to render assets and UDK…
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…