ya i use 2 main scripts with my lowpoly the first is for make all my UV edges hard string $objList[] = `ls -sl -o`;string $uvBorder[];string $edgeUVs[];string $finalBorder[];for ($subObj in $objList) {select -r $subObj;polyNormalPerVertex -ufn true;polySoftEdge -a 180 -ch 1 $subObj;select -r…
And Since there are so many Maya Users in this thread, I found this script on the forums the other day. Forgot who made it, but I give him props. It automatically hardens UV border edges, and softens the rest. string $objList[] = `ls -sl -o`; string $uvBorder[]; string $edgeUVs[]; string $finalBorder[]; for ($subObj in…
Ehhh that smoothed one looks terrible. I've seen the 3dmotive tuts. Adding extra geometry just seems like a waste of tris. Thanks for taking the time and replying though. :)
Nah that is wrong. As a rule of thumb, Every edge that has a UV seam should be hardened as well. If not, you get uneven baking artifacts as seen here.... edit: And the seams sill persists as well.
I was baking some hard surface resently and I got similar issues. Make sure to set your lowpoly mesh normals to smooth in maya and then try to bake. I am using Xnormal btw.
Nah wasn't talking about using support loops near Hard Edges. I was just talking about beveling every hard edge on a model with complex shapes comprised of many many hard edges. I know that tris arn't the be all, end all in optimization measurement. All the verts on the border of a UV island, and all the verts in the…
don't really see how it defeats the purpose, since it is a very small amount of additional geometry, which allows me to not have to spilt my uv's in as many places, so fewer hard edges with spilt verts. it's vert count is only slightly higher, and im actually using those extra verts, to give a better silhouette. and…
1.What settings did you use? Did you use cage? If not, do. You are always gonna get shading seams if you use normal mapping to represent smooth edges. If you want to use your model in any engine, test the normal map in the engine not in Maya viewport. BTW These are both baked in Xnormal the one one the left has hard edges…
No problem :) Sorry for the late reply. You just need to avoid 90° angles if you can as they are not ideal for capturing some details. You can do this either adding bevels or increasing the angles of some parts so that thy are more suitable for baking. I wouldn't count adding the loops to the edges where you are getting…