Hey all, Hoping someone can help me troubleshoot this. I'm working in Maya 2016 and using a script to soften the normals on my low poly (got the script from this thread). I'm baking in xNormal using a custom cage, saving at 2K as a Targa, and the map looks really clean. Still, I'm getting some weirdness in Marmoset. I do…
I dont do anything but basic hard edges, no manual vertex editing, and even then I try to just use scripts that assign hard edges to uv borders, super fast. I switch between modo/max/maya a lot so I just try to keep it basic.
EQ, I'm curious what your workflow is like as far as uv's/smoothing groups. Do you typically unwrap a mesh not considering the smoothing groups and then split all your uv's on hard edges. You mentioned a script for maya that does that..where might I find that. You think it's worth it to bake a mesh that is naturally like…
Ah, never knew that. Thanks for the tip. I read about poor bit depth, but I didn't think that was the issue. The examples I saw the banding was visible on the normal map. Anyway, I took your advice and this is where I am at now. Everything is resolved except now I'm getting a slight seam at the edges of my UV islands and…
Yes. Your normals are getting pulled towards the verts, that is why they stretch. Another fix would be to add that detail using ndo2/crazybump in Photoshop. 90 degree edges will give problems no matter the workflow. However, with a synced workflow / handplane, you can get away with having 90 degree angles on your uv…
A. Whether or not you're using SGs/Hard edges is moot when it comes to your cage, as long as your cage is a proper average cage, and not simply a ray distance(ie: offset in max). B. Maya displays maya normals in the viewport properly, because the render and baker are synced up. Because it is displayed correctly, hard edges…
Per: he's referring to using the cage as apposed to the "offset" method in max, which break edges when using SG's. He is correct in what he's say. You're mistaken in thinking that he's suggesting using a Custom cage tweaked vrs a simple cage setup. But he's talking about a proper averaged cage, vrs the broken edge…
Okay like most people here, I thought I somehow new how to make a correct normal map till now. It appears you can get away with everything in one smoothing group, as long as your UV islands align with where you would have hard edges on your model. Couple questions regarding this: 1. EQ - you say you have a script that sets…
Yes, generally speaking, its better to use your geometry to support the larger shapes of your mesh, than the tiny little bevels. Adding bevels to the ends a cylinder for example can result in 3x the tri useage, so you might as well just fix your problems by adding more sides to it, as it will look better in the end as…