Break up the uv islands according to the smoothing groups on the low poly. Otherwise you will get nasty seams along the uv edges because of the way the rays are cast when baking.
Break up the uv islands according to the smoothing groups on the low poly. Otherwise you will get nasty seams along the uv edges because of the way the rays are cast when baking.
^That or make everything part of the same smoothing group before baking the normals down. That smoothing information is stored in the normal map essentially now, smoothing groups aren't needed if you have a good normal map applied.
I'm retiring this thread. I'll keep it stickied for now, but I'll make a new thread.
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