If there's a hard edge on a model, you need to split the UV map at the hard edge, or you need will get a seam. You could also get rid of the hard edge. Both options work, and they both have various pros and cons.
Thank you guys! Definitely the model UV map needs to be split at the hard edges to avoid artifacts. Yes, you are right! Somehow the model I was using had the normals facing in wrong directions. Since my tool bakes a new normal map that softens the hard edges using the existing mesh normals, the new baked normals were…
I have just uploaded a new PixaFlux release that includes the new Mesh Smooth Normal node, which bakes a new normal map that smooths the normals and softens the hard edges. I would really appreciate if you can give me feedback about this new node or PixaFlux in general! I'm planning to add a few more nodes and update the…
Hello, I'm developing a tool to generate a normal map that softens the hard edges in Low Poly models without the need of a High Poly model. This is one example: Everything works fine when the soft surfaces are on their own UV islands as seen above. However, when I bake a model where the soft surfaces are attached on large…
Absolutely, this tool is a new 3D image node for PixaFlux, which has been in beta testing for more than a year now. The name of this node is Mesh Soften Edges and it takes as input the low poly models and bakes a new normal that softens the hard edges. This normal map can be used as the base for sculpting your normal map,…