Every time i make a normal map for my low poly usb model, one of the uv shells always has jagged edges. I don't think it's a hard/soft edge problem because no matter what i do (make the model all soft edges, make the model all hard edges, split uvs along hard edges, create uv seams along hard edges) it doesn't solve the…
Alright, thanks. I was actually able to fix a lot of the errors by straightening edges on my UV shells as Earthquake said. The reason the edges are so sharp on my high poly is because i turned of "smooth positions" in Mudbox since it changes the high poly way too much. I guess beveling and chamfering edges would be an…
The issues you see on the edges there could be from: 1. Lack of anti-alaising 2. Skewed edges in your uvs. If the object is straight in 3d, make sure all of your edges are straight in the uvs as well. Having slightly angled edges in your uvs means you need much more texture resolution to clean represent those details. For…
Those " jagged edges" is edge padding and like EQ said, it's a good thing. If you not sure exactly what it is, here is a good read : Polycount Wiki : Normal map > Edge padding the error you showing has nothing to do with edge padding. Baking normal map could be tricky and it'll took you a while to learn how to bake a…
Thanks for taking the time to answer, i really appreciate it. However by only beveling the high poly mesh, it creates a weird sort of visual effect on the low poly edges, trying to make them look beveled i suppose. I duplicated the low-poly and beveled and subdivided in that order, before applying to the other low-poly…