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, here are the screenshots of a very simple sample object. The engine i used for testing in the cryengine. On the HP Object is a turbosmooth modifier applied. As i wrote if there are not stitched together, it works fine. @earthQuake i tried both ways, before and after triangulating the objects.
I'm new to this texture baking and creating thing, but i know some of the basic stuff but what i don't understand is why i need to triangulate the object? the low poly one right? And after triangulate the object, do i need to uvw unwrap it again ? i will post later a screenshot, but it is a simple cube, no smoothing…
ok, i have done a quick test before work, i have added the turn to poly modifier "Size 3" to my low poly object but i have keept the UVs from the non triangulate low poly object. After baking the normal map in 3ds max, the edges are still there. Jesus this issue drives me crazy! i will post some screenshots tomorrow
I just noticed, that when i rotate the object, the corner with the issue becomes OK "in lighted area" but the next corner which turns into the shadow becomes the same issue...
ok sorry but i still don't get it... @Quack That means, i have to set for the whole lp object the smooting group 1 and than back it again ? thats all ? @EarthQuake when i split the UVs, the object isn't any longer seamless ? i mean what is now the right way if you bake something for games? Is there any good tutorial about…
Where is the sense to chamfer the edges? I mean the normal map is all about to save the polygones and triangels right? for solution number two, when i split the uvs, in know the probleam disapperas but the object isn't any longer seamless in this case i think i will watch the tutorials in the links first ti get a better…
You are correct, your object will no longer be seamless. If you want seamless, you will have to chamfer your edges, leave it all as 1 smoothing group and bake that way. The result you posted looks correct for an unsynced workflow. Some good tuts: http://www.handplane3d.com/videos.html…