It's hard to tell what's going on for sure, but if there's a slight bulge in the center and you use subdivision with one central pole, you can get subdivision artifacts like that, you can try to use multiple loops and make sure the middle circle is completely flat or use a geo/cube sphere for a starting point and avoid…
nevermind the first part. I just created a copy and subdivided it in simple mode, creased all the hard edges and baked it out as a LP and then i replaced subdivided model with regular one. The waves are gone. but im still wondering if its possible to combine 2 normal maps and picking the best parts out of them and…
However I see a lot of people in tutorial simply create cage in xnormal Editor so cage hard edges are alwayslike hard edges low poly. This is the best workflow? Thanks
As I understand, a proper Averaged Projection Mesh is a mesh that has the same topology as the in-game mesh, but with all soft edges, correct? Yep =[ All the edges with the black gap are indeed all hard edges and they also have UV seams, which from what I understand, should be able to avoid getting black gaps. The edge…
Technically you should be able to bake a mesh that has hard edges on every edge and uv seams on every face and get a seamless bake. IE: a cube with hard edges on every edge(which is an easy test case to make sure your workflow is... working). In practice you should avoid excessive use of hard edges, as it bumps up your…
Yeah really there is no hard rule that you always need to add hard edges on your uv islands or anything like that. With organics or anything that is mostly soft, blobby organic shapes, where you don't have a lot of extreme angles the benefits are less noticeable or not at all. And yeah, with LODs you want to watch things…
So I tried using the method of: Having proper hard/soft edges (instead of all soft edges) Splitting UV's where all the hard edges are Used an averaged projection mesh (slightly inflated low-poly with all soft edges) to generate a normal map and the results turned out as this: The red arrows point to edges that are hard…
I believe UDK will always split uv seams, so you do need to make those edges hard before you bake, because those edges will be hard in UDK. You can try messing with the "Import Tangents and Explicit Normals" in udk whhen importing the model and see if that helps.