Hey there, This must be the millionth thread on this normal map business but I couldn't find anything related to my specific problem. I think I've done everything right, but still I get some black edges with my normal map. https://www.dropbox.com/s/gz6tj89eyrhgaox/BlackEdgeHelp.jpg On the left you can see the UVed model,…
Hi This is how it should look like with a this low geometry. Add simple chamfers to avoid this. Some notes: 1. The black edges won't be this visible, once you texture the model. 2. The black edges won't be this visible in motion in a gameplay. 3. Depending on the object's size, The black edges shouldn't be visible from a…
That's the thing, I didn't set those edges as hard, Cinema4D did that without me realizing, that's why the hard edges don't match the UV splits I made. I fixed it by disabling Cinema 4D's automatic smoothing. Thanks!
Read through this thread, and watch the videos posted by EQ: http://www.polycount.com/forum/showthread.php?t=107196. Quick explanation: On your model you have made hard edges on those harsh angles in your low poly which is a good idea. But your UVs do not match so you get that bad shading in your normal map. Where ever you…
Hmm. Wait. Sorry, first I thoungt you are talking about the black edges on the silhouette but I reviewed the picture and I've reread what you wrote and you did the hard edge/uvsplit thing wrong. You can have any uvsplit without smoothing split. BUT where you have a smoothing split, you need uv split too! And since you…
I was getting really frustrated because I thought that's exactly what I was doing. Now I just noticed that because I'm using Cinema 4D, not only does it count the edges I manually harden, but it also has an automatic smoothing based on angle, so those 89º+ angles were getting hard without me noticing.
I just wanted to precise that in this kind of situation I personally prefer to use a hard edge and split the uvs at those sharp angles. It is a matter of taste, it has its down side (more chance of having visible discontinuity if you use some other photo texture there). But the normal map will be a lot cleaner (not huge…