8/5/2023 0 Comments Raylectron soften edgesThere's a long explanation for "why" this is the right way to set up your edges but the short version is it minimizes seams, errors, and gradients that can cause shading problem. Then in your UV editor window go to the UV Toolkit and Select By Type > Texture Borders and then just make those edges hard. The easy way to do this in maya is to select all edges and make them soft (Display > Soft Edges). The ideal way to set up your edges on your low poly is to have all edges be soft except the borders of your UV islands. So if your low poly was all hard edges (or all soft edges) during baking then it needs to stay that way for the normal to be accurate. In any case, when you bake a normal map the important thing is that whatever smoothing/hard edges you had on your low poly model when you baked need to be the same when you apply that normal map. If so that can be an indication of a baking error in your normal map. Ideally your normal map would just be describing the skin detail of the bumps but do you see other shading that doesn't quite make sense. No problem, it's an honest question! I mean if you were to look at the normal map in an image viewer would it appear to have gradients that appear to be the same shape as your polygons.
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