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#1 (permalink) |
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New Member
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This problem always occurs whenever I try to bake a normal map. I followed all the rules of normal mapping thought in videos but I always get a black line. I have posted a shot of the problem and my uv layout. I know that I can chamfer the edges to get a better quality model but I am practicing not to because in large models my poly count will be too much.
P.S. I use 3ds max 2012 ![]() ![]() |
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#3 (permalink) |
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Senior Member
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Stitch together some of those islands to one coherent piece and ensure one smoothing group is applied to the low. Even though you don't want to, the best result will come from chamfering the corners
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| The Following User Says Thank You to RedAppleIvy For This Useful Post: |
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#5 (permalink) |
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New Member
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I am using the xouil. shader and I used a cage to bake it. I am not making normal maps for games but I just wanna know how to use them to increase my knowledge.
But I am confused now...Some people say that I should have only 1 smoothing group, and other people say to divide my model into different smoothing groups. Which one is the right one? And also, do polygons in the same smoothing group have to be on the same uv island or can I have seams? Take a look at the picture below to see what I mean. ![]() |
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#6 (permalink) |
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Senior Member
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You would typically apply one smoothing group to a model if it had the extra geometry to 'pad out' the extreme edges that bend 45 degrees or more, in this case the tops and sides, without the chamfered edges the lighting would be interpolated across the extreme differences between the vertices.
So generally use unique smoothing groups for each face if you don't want the chamfered edges but be prepared to potentially get more visible seams if the edges don't line up with your uv seams |
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| The Following 2 Users Say Thank You to RedAppleIvy For This Useful Post: |
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#7 (permalink) |
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Frequenter
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Dont know if this is your problem, but i get similiar artifacts if my highpoly isnt following my lowpoly closely enough (or the other way around)
![]() ![]() Does your cage absolutely cover your highpoly? |
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| The Following User Says Thank You to Mr.Cash For This Useful Post: |
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#8 (permalink) |
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New Member
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Yes, my cage does cover my highpoly.
I have been doing some research and turns out that the shader doesn't work well in Max 2012. So if artifacts appear and you are using Max 2012, then it is a false display. Instead I recommend that you choose a 3rd party program such marmoset toolbag to display your normal maps. If you aren't using 3ds max 2012 and still get the artifacts, then most likely you need a different combination of chamfered edges and uv layouts to rid the artifacts. I have a theory about normal mapping which deals with where it is appropriate to put your chamfered edges and where it isn't. I will test the theory and if it turns to be correct, then I will post it here along with some pictures so you understand. |
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| black seam, map, normal, normal map, problem |
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