Great, it works, but I don't like how looks hard edges, could you tell me how set the cage and other options to bake better hard edges normals? This cube is a test to learn how bake hard edges normals maps because I created a mesh with many hard edges and I have problem to normal mapping it.
UV your box so it has less UV seams, like make a single cross-shaped layout, or a couple L shapes (for better texture-space usage). Then make hard edges on the UV edges. All hard edges should also be split in the UVs, but not all UVs need to be split with hard edges. See that thread for clarification on this point. Then…
Thanks, I had already read it quickly, I will read it with more attention, but I did not understand if my low poly can have hard edges or if I have to smooth all before baking, can you help me whit this?
Hi, I know this is a very frequent problem and there are many threads about it, but I have searched a lot and I haven't found any solution. I have baked a normals map in Max with the follow result low poly -> http://www.polycount.com/forum/attachment.php?attachmentid=7879&stc=1&d=1357480576 high poly ->…
You are giving him that advice without considering where the object is going to be viewed. If he has a TB synced workflow that is fine, if not he is likely to have shading errors. Those issues on your hard edges look like a problem from not padding your normal map. stick a big padding value into the bake output (32 or 64…