Every hard edge needs a uv split, yes, or you will get the "black edge" errors there. Every edge that is hard, or on the border of two smoothing groups, whichever terminology you want to use. Again this is why simplifying your low(and possibly high) makes a lot of sense here. You can also use a blend of hard edges and edge…
You need to split your uvs at every hard edge, if using hard edges. Can't really say it any more clear than that. From your previous images it looks like you have more hard edges than just the red outline here.
Every hard edge meaning inset pieces too? So basically anything that's been extracted in or has a sharp edge to it? That seems to be a ton of chunks.. I guess I was thinking of the big picture when it came to edges, apologies for not understanding still. Edit: I'm also confusing edges (the ones you select) with hard edges…
For Max, is it as simple as selecting the Faces by smoothing groups and Breaking the edges apart to accomplish splitting the UV shells where there's hard edges?
Since we have tons of threads that cover normal mapping, just a quickie from me: use as less geo as you want, use hard edges, split your UVs and bake WITH a cage. That works. edit: you baked with a cage? Can you post a screen of it? Your third image looks like you did not use smoothing groups/hard edges. Or is it just me?…
I thought it was as simple as putting your hard edges AT your uv seams? If that's true then your red outline should be around the left uv island, as I understood it being less vert count is best and all? Did I get it wrong?
The problem here is you're using hard edges without uv seams. Everywhere you use a hard edge you also need to split your uv islands up. You can't really "paint it out" then you'll just end up with hard edges. One thing you really need to keep in mind. How big is this object? If its a peice of thigh armor it will be quite…
I use this Chase (to make my hard edges) Though EarthQuake would be the person to ask I am trying to figure everything out myself, again It seems. :poly122: I think your meant to split the edges at the UV editor window and not on the model its self. @Kot_Leopold: Again EQ is the one to go by.
If you're reading EQ's thread http://www.polycount.com/forum/showthread.php?t=107196 you should be doing this: setting hard edges by UV islands (Where your islands are optimised for least seams) and baking with a cage (averaged projection mesh - ie the cage has smoothed normals). In your third example the black edges are…
Hey guys, I decided to make this thread after doing a week long research on normal maps and how to render them out properly without running into all kinds of artifacts and errors. Being unable to find a solution to this seemingly simple issue I'm having, I thought it'd be best to post here as a last resort. To the point:…