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# 1 28-09-2016 , 05:00 PM
Skalman's Avatar
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Join Date: Apr 2012
Posts: 293

Baking normals from High-poly without seams in LP edges

Hey, so im baking normal maps for a game in school, and I realised something, when i bake from a low-poly box (for example) all the edges except for the cutted edges will have a black seam. I knew this is a problem with baking normals, but i found a way to solve this, i thought. I started writing it down just to remember the process. I knew substance painter had a "reproject texture to diffrent UV-layout"-type of thing. Thats why I thought this would work.

Anyways here's what i wrote:

1. quad lowpoly
2. pick hard edges
3. save quick selection
4. duplicate the mesh

on the duplicated mesh:
1. cut uv's from the quick seleciton set
2. in uv editor, click layout
3. duplicate, choose the quick selection set edges and bevel them
4.1 optional: smooth the beveled mesh
4. duplicate and create cage mesh
5. bake in xnormals

in substance:
1. open scene, import mesh with the UV's you want to use (the unbaked model), import the normal map too
2. reproject from one model to another <---- I THOUGHT

step 2 didnt work, so this is where im stuck. Im looking at one model with perfect normals but horrible UV-layout, and im also looking at a perfect UV-layout but with a horrible normal map (dark along the hard edges)

So. I guess my question is if anyone knows how to transfer a map like this, is it even possible? or is there a way around this, like the one i thought i found, that is more useful or whatever. I kinda just want nice normals.

Thanks!

-
Skalman


20 year old guy from Sweden



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Full name: Marcus Ralman


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# 2 01-10-2016 , 02:19 PM
Perfecto's Avatar
Registered User
Join Date: Mar 2007
Location: TN (USA)
Posts: 1,889
When you transfer your UV map, are you making sure 'Component' is selected instead of 'World' for the Sample Space setting in the Transfer Options?

Also, I'm not sure I fully understand as I'm an amateur when it comes to UV and Normal maps but if you're trying to transfer a UV map from a high poly model to a low poly model, then I don't think that works. I believe you can transfer a normal map from high to low, but not UVs. For UVs, I think both models have to have the same geometry. Sorry if I misunderstood your question.


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