Hello, Can someone tell me what i need to setup in max to avoid edges on objects when a normal map is projected on them? I set the padding alreday to the max of 64 but it doesn't change a bit on the object. Same object without stiched UVs works perfect, basically just the stitched areas show the edges in the engine or…
Ok, maybe let me ask it this way, what would be the best solution for a cube with smooth / chamfered edges... ? :) In the case of concrete i just leaved the stitching and i think it looks still good, or not ? But i also noticed that the edges in shadow areas are not really smmoth...
This time i tried to bake the texture with one smoothing group, no chamfer edges on the low poly for now, the result looks ok expect of the "burned" areas...
In max there is no reason to triangulate while working (as your mesh is always triangulated in max essentially, it stores the direction of the hidden edges). You should, however, triangulate before exporting your model a game engine/different app.
Correct, that is expected. You have to fix this. Chamfer the edges of the low poly using 1 smoothing group(matching the high poly as close as possible), or split the uv shells and split the smoothing groups. Are you baking with a cage?
I bet those sharp edges have more to do with the texture mis-match than bad normals. The 'best' would be to match the highpoly as close as possible. So the best would be to chamfer the cube and use 1 smoothing group AND bake with an averaged cage.
ok thank! i got it.....) but i have a last question for the normal map baking, i just read that this probem apperas only on hard edges like on 90 degree, so where is the range where a normal map starts to fail... on how many degrees ? is there any value ?
Yeah it looks like a texture seam but why is this corner edged? It should be smoothed like the other ones. This time i was using different smoothing groups and the uvs are not stitched together. the texture is the same size like the rendered map in max. i will try today also the other way with one smoothing group but what…