I heard that a tesselated version of the low poly can give better result. But how can I preserve my smoothing groups? They dissapear when I smooth(tesselate) the low-poly
I tried smoothing the normals, then resetting them to face and smoothing them, but neither produced any results. The normal map isn't going to win any awards, but it works well enough for this one.
If you really need to bake down this low poly ngon, you get these issues probably because of smoothing issues (smoothing groups). You should subdivide the ngon model before baking it.
finally found the solution , my item was really tiny in game , heres how i fixed it. and i fixed the smoothing group issue by checking preserve smoothing groups in the udk import menu
I would just not split the UVs like that and bevel the edges of your box instead of using smoothing groups. It's almost impossible to get decent smoothing across something that's been split like that.
why not have one long cube for each string? then make sure each string has the correct width and apply alot of smoothing in smooth groups or make the self illumated if the texture is good?
you can try using selection constraints. while in edge mode goto Select > Select using constraints> Smoothing to Hard/ smooth. Then just crease you edges base on those selection.
yeah you're probably right. There was only 1 smoothing group in that model, I then tried 3 different versions (each with different sets of smoothing groups) and none of them had this particular problem. Thanks for the help.
Hey JedTheKrampus, ah yes I am aware of the hard edges as I have not smoothed it out yet. It's in-between the blocking/high-poly stages :) It'll be smooth soon though lol. Thanks, Ross
Did you check your smoothing groups? You say, if you make all faces hard, the problem goes away. Sounds like you have one smoothing group applied to the whole model.