Its not a nice option, but its what you have to deal with when using a broken tanget space setup. Unfortunately this is the only technically correct method, everything else gives visual artifacts as already explained. Its not really something you're doing wrong persay, but the realities of every bit of software handeling…
Those 1px lines... are they collapsed UV islands or does that program just chose to display it so poorly? :S I just tried the ol' basic-example-of-hard-edges-on-a-5-sided-layout, it seemed to display fine enough in xnormal
Alright. First of all, this post: http://www.polycount.com/forum/showpost.php?p=1472238&postcount=2243 Secondly, look here (UDK forum) on the very last post to see engine rendering issues that I'm facing with the normals on edges:…
Again, thanks for all the responses. From what I gathered, I should bevel highpoly edges whenever possible. This is confusing because: a) I've seen it not done in many games (including UT3 I think) b) As evidenced by this picture hotlinked from the article: PICTURE Either I'm blind or this guy didn't bevel his edges. And…
One very important thing to note, if you're working with a broken tangent space, adding in lots of small bevels, as apposed to hard edges will likely result in a worse end result. While bevels can help lessen smoothing errors, they can still be quite apparent, as in the OP's example with a broken tangent space. Not to…
If I should do this, when should I do this (I notice 90 degree edges are often ommited in games) and how to actually do it so it works (see my post in the xNormal master thread)? EDIT: Also, nice examples pretty please? :)
As previously explained, there isn't currently a baker that syncs with UDK. Thus, any workflow involving UDK is a broken tangent space workflow. This is hopefully an issue that Epic will fix at some point. The best I've seen is that max bake +qualified FBX export thing with Max. When you get this into UDK, the differences…
Ok so, "normal mapping edges" isn't really a "Thing" lets get that out of the way first. You don't "normal map" just one area of your model, you bake a normal map from a highpoly to a lowpoly model. "Normal map" isn't a verb. I believe you're referring to either beveling/chamfering edges or using smoothing groups to denote…