I am a blender user, I think weighted normals solves the problem with soften edge (shade smooth in blender), The amount of information that you gave is tremendous, thanks
Very nice explanation and video. But I have small query. In the Solutions picture, you have mentioned to use Averaged Geometry for angles around 45 degrees, but in the later half of the video where you show the final comparison, you have used splitted uv shells geometry when you bake the normal with average normals turned on. So, I want to ask you, when we need to bake with average normals turned on, should we be using averaged(one uv shell) geometry like in the first 2 examples or splitted uv shells geometry like in the last 2 examples?
just putting one more edge loop around the corners and baking with average normals with sharp edges solves all of this. those edges you can delete afterwards. and they won't effect shading after deleting because we have sharp edges.
If you don't want to dick around with photoshop/combining maps buy Marmoset toolbag instead, it allows you to paint out the skewing without baking twice. It boggles my mind how behind substance painter is with this.
dude these are some of the best explanations of solving common baking problems.
thank you :) Christian
I am a blender user, I think weighted normals solves the problem with soften edge (shade smooth in blender),
The amount of information that you gave is tremendous, thanks
The best explanation i've ever heard. Thanks :)
Very nice explanation and video. But I have small query. In the Solutions picture, you have mentioned to use Averaged Geometry for angles around 45 degrees, but in the later half of the video where you show the final comparison, you have used splitted uv shells geometry when you bake the normal with average normals turned on.
So, I want to ask you, when we need to bake with average normals turned on, should we be using averaged(one uv shell) geometry like in the first 2 examples or splitted uv shells geometry like in the last 2 examples?
excellent explain
Great Video. Thanks for the detailed explanation!
thankyou
just putting one more edge loop around the corners and baking with average normals with sharp edges solves all of this. those edges you can delete afterwards. and they won't effect shading after deleting because we have sharp edges.
excellent! thank you
Thanks again
If you don't want to dick around with photoshop/combining maps buy Marmoset toolbag instead, it allows you to paint out the skewing without baking twice. It boggles my mind how behind substance painter is with this.
Tbh I just tried some baking in Marmoset and didn't even need to paint skew, baked flawlessly. Very nice!
thank you
thank you