Can anyone explain why I keep getting this weird error on my normal map bake? It is a complex object, and they are diagonal in orientation but everything is within the cage. I can't find what is causing this and it's driving me nuts!
Weirdly, I rebuilt the entire low poly, testing every so often still rendering as a TGA but doing 1k test renders, and I didn't get this. Last night I rendered the full thing as a PNG and got a strangely faded version but with no errors. So I re-rendered as a TGA and now the errors are back.
I don't know what it is with this shape, even remodelling just one piece is giving that same error, so it's nothing to do with number of UV elements. So can't even do it like a trim and duplicate pieces.
Since it's just bevels and not detail being baked down to the normal here, you could slap a chamfer and face weight them and not even use a large res, heavily gradient, ineffecient normal map and get the same sort of result. I actually don't understand the UV layout. The shells I am looking at don't make total sense for a…
If you read the OP's replies, he explains how he does it, even with wireframes & UVs. The trick with repeating geometry like your girders is to UV and texture as you go, not wait until the end. UV a single cross piece, then duplicate it to make the full structure. To get variation, plan into it with variations in the trim…
This confuses me even more, how can I apply any of that to what I'm doing? He's essentially kit bashing a model from parts. I already have a model I'm just trying to figure out why the normal map is coming up with a strange shading pattern.
Ok, so how should it be UV'd?I don't see how else it can be UV'd especially as you're also saying use trim sheets, which to avoid repetition would involve spacing the UV's out even more along a repeating texture? I'm using high res maps for 2 reasons:I had a portfolio review and the guy said everything in my portfolio…
Generally I wouldn't smooth shade boxes with 90 degree angles and then use a normal map to correct the shading as a general rule. Even with todays synced tangent workflows, compression, mipping etc still isn't nice for deep gradients in normal maps that span across large surfaces. So usually in similar circumstances you…