It's a typical quantization issue. For such a smooth surface, you would need either to add edge loops to get rid of the smooth gradient on the flat side of the sword, or use a 16bpc normal map, or add dithering on the normal map. See https://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps
Okay so I went and redid this area, got up to baking and I have seams in this area, I'm fairly sure my smoothing groups are all okay. Here's what it looks like: Here's my UVs for this area: All of those seperate shells have their own smoothing group.
The game runs smooth as butter, I just had to stop playing until a patch and/or driver update because for some reason my mouse starts to "judder" every so often even though the frame rate is still smooth... Actualy makes me feel quite ill to play :( Shame.
Ah cool tutorial, thanks for that. I think polish is somewhere between smooth and flatten, it smooths values at the very top of the area you paint... but I might be wrong. I dont think polish adds anything because my sculpt doesnt seem to have gotten any bigger o.o
I do want this Weapon to be recognizably from the war hammer universe, but i do want to go realistic on this model. So here is my update on the wood. I am smoothing it a bit because i assume after a wile of use it would smooth out where the hand would be rubbing.
I see, did you used Turbosmooth or just verts pulling? If its after turbosmooth I am not sure what might be the cause, but if its just verts pulling I would suggest putting it in smoothing groups. (if the angle is more than 90° it should have a different smoothing group.
Not triangulating before you bake can lead to issues. If you don't triangulate within the 3D app then there is a possibility that the mesh baker and the rendering engine might triangulate it differently. The errors you are getting at the edge of the blade are most likely due to not using a smoothing split. RE. hard edges…
what you want to do is select the entire object, the root joint, THEN hit smooth bind. then to adjust the influence of each vertex you'l go to edit smooth skin -> paint skin weights tool. from here you can either paint the influence, or select the vertices using the "select" mode
Are you UVs joined or are they split with separate smoothing groups? Because the best way to do things like cubes or most >70 degree angles is to split the UV shells and give them separate smoothing groups, I am horrible at explaining, maybe EQ will see this and give some insight :D
Two things are slowing your work down here : - You're in smooth preview, and your mesh is quite heavy. Try turning smooth preview off while working (hit 1). - Some of your history isn't helping, if you "Delete Non-Deformer History" things will speed up a bit.