Everything on the high poly mesh is in one smoothing group, with a Turbosmooth applied and control loops. Everything in the low poly is set up with "auto-smooth" smoothing groups, and it looks correct. The edges are intended to be slightly soft - they're defining a plastic-like material. The Normal map bake looks fine, and…
Hi folks, Trying to bake down what should be a very simple bake, however I'm getting bad seams on the resulting object. Result: LowPoly: HighPoly: UVs: Cage: So far I've tried: - Resetting the XForm - Resetting the Normals - Checked the smoothing groups - UVs are also separated per group - Reimporting the object and doing…
Cheers guys - I'll give this all a look at. The thing that's caught me off is that this wasn't an issue with any of the other three sets of stair models I'd built, and they were all built exactly the same - rebuilding the mesh from scratch also fixed the issue which does suggest to me that somewhere along the line there…
My texturing teacher always has us use TexTools for Max (it's free), and its "Smoothing Groups from UV Shells" to fix weird edges like this while baking. It's worked for me when I've had similar baking issues to this one. The option is in the 'Tools' dropdown of the TexTools toolbar. Aside from that, you could add control…
Those seams appear because you scan with xnormal and you have different smoothing groups. When you set the distance for scan for some reason xnormal will go a bit over the edges and actually render a bit more from the other side. If u have flat surfaces u can adjust the low poly's uvs by moving them 1-2 pixles inside and…
I had the same problem one time. this is because of the way it's baked from high to low. to get a smooth transition, the transition angle on the low poly cant be to sharp. anything 90 degrees or sharper causes it. A way to fix it is to give it 1 bevel to reduce the angle transition. this will occur only on areas where the…
I've been dealing with baking issues since forever untill the last few models. My pipeline is similar to yours. The way I solve the issue you present is by setting the lowpoly to only 1 smoothing group and fixing the "shading" issues by adding edge loops, this way you can split the uv's and you won't notice any seam. I…