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Hard edge normals

  • knj
  • July 23, 2012 at 9:53 AM
  • knj
    • July 23, 2012 at 9:53 AM
    • #1

    hi guys, i have a problem with baking normals on lP with hardegdes

    i never did hardsurf's before so this is kinda new to me, and my issue is a common one as i see in the internet and other forums, but i did as ppl said and still have problems, so i'm not exactly sure what i'm doing wrong

    so this is the easiest example:

    [Blocked Image: http://knj-environment.com/img_test/cube/hp.jpg]

    my HP (beveled cube)

    [Blocked Image: http://knj-environment.com/img_test/cube/lp.jpg]

    my LP (hard edged cube) with uv layut every piece on seperate island with lots of uv space

    using x normal, using CAGE, i'm baking normals,

    in maya it looks great

    [Blocked Image: http://knj-environment.com/img_test/cube/maya.jpg] no seams, looks nice

    in UDK that same model that same normal (with flipped green chanel to match the UDK space)

    looks like shieeet

    [Blocked Image: http://knj-environment.com/img_test/cube/udk.jpg]

    i could use soft normals on that cube and it will look ok in UDK, but using more comples geo, when normals are soft the shading is crappy as hell

    what to do guys, help

  • PogoP
    • July 23, 2012 at 10:04 AM
    • #2

    Just bevel those edges. Your low poly has to reflect your high poly in shape as much as possible, so try and round off the edges as much as it is in the high poly, without being so... high poly. The low poly cube you have at the minute has some very hard edges and there's no way that your normal map will be able to hide that.

  • mjens
    • July 23, 2012 at 10:43 AM
    • #3

    1) make sure to set one smoothing group on whole model

    2) edit normals where you've chamfered the edges

    3) it looks like known "udk seam problem" - check polycount:

    http://www.polycount.com/forum/showthread.php?t=77539

  • Bunglo
    • July 23, 2012 at 11:00 AM
    • #4
    Quote from PogoP

    Just bevel those edges. Your low poly has to reflect your high poly in shape as much as possible, so try and round off the edges as much as it is in the high poly, without being so... high poly. The low poly cube you have at the minute has some very hard edges and there's no way that your normal map will be able to hide that.

    I don't think that beveling the edges is really necessary for something like this. I just did a quick test bake in max of the same thing using a xoliul shader to render in the viewport:

    [Blocked Image: http://i.imgur.com/x1q6P.jpg]

    You can try beveling them though and see if you get a better result but honestly, it looks like the green channel is flipped. I know you said you flipped it already but maybe that wasn't necessary?

    I'm not familiar enough with xnormal to help but you're going to need to read up with how it works in relation to UDK.

    Quote from seir

    1) make sure to set one smoothing group on whole model

    If he has 90 degree edges (assuming you're talking about the lp) and bakes with 1 smoothing group, he'll get similar results to the UDK shot.

    EDIT: Here's the same cube with 1 smooth group:

    [Blocked Image: http://i.imgur.com/Q16te.jpg]

  • knj
    • July 23, 2012 at 11:22 AM
    • #5

    bunglo can you post screen of that lp cube, only shaded without normal map ? (the one that is ok)

  • e-freak
    • July 23, 2012 at 11:27 AM
    • #6

    you need to rebake the normalmap after you put everything in the same smoothing group!

  • knj
    • July 23, 2012 at 11:36 AM
    • #7

    [Blocked Image: http://knj-environment.com/img_test/cube/match.jpg]

    in maya (i thing in max it will look the same) i have no problem with that, the problems are in the UDK !

    and i'm not sure what do you mean by one smoothing group (i used max just a lil )

  • e-freak
    • July 23, 2012 at 11:42 AM
    • #8

    set all edges to soft edges.

  • knj
    • July 23, 2012 at 11:42 AM
    • #9

    [Blocked Image: http://knj-environment.com/img_test/cube/bevel.jpg]

    here is a lil bit more complicated piece, i used bevel here, this is the best resoult so far, still there are some seams, but i could live with this, but the polycount on my whole lp will be to high ;/

  • knj
    • July 23, 2012 at 11:46 AM
    • #10
    Quote from e-freak

    set all edges to soft edges.

    doing so was my first attempt working with these geo, but it doesn't look good, the insides are trying to look round not flat like it should

    [Blocked Image: http://knj-environment.com/img_test/cube/soft.jpg]

  • Bunglo
    • July 23, 2012 at 11:51 AM
    • #11
    Quote from knj

    bunglo can you post screen of that lp cube, only shaded without normal map ? (the one that is ok)

    It's just a cube with 3 smoothing groups applied to it (so all hard edges, think that's what they're called in maya) and a flatten mapping operation on the UVs (none of the UVs are stitched together.)

    [Blocked Image: http://i.imgur.com/gHEMB.jpg]

    Quote from e-freak

    you need to rebake the normalmap after you put everything in the same smoothing group!

    lol I did rebake it We all know that non-synced bakers don't work well with 1 smoothing group on them sharp angles.

    Knj, you're best bet would be to look up baking tips with xnormal for udk. I don't use xnormal or maya but there's no program that has a synced baker with UDK (so far as I know anyway) and there's various things that need to be kept in mind when creating an asset for udk.

  • knj
    • July 23, 2012 at 11:56 AM
    • #12

    so yea you did exactly what i did, but in udk blehhh

  • knj
    • July 23, 2012 at 12:10 PM
    • #13

    [Blocked Image: http://knj-environment.com/img_test/cube/normals_v.jpg]

    checking the face/vertex normals. but looking ok (?)

  • Bunglo
    • July 23, 2012 at 12:12 PM
    • #14

    Here's the same cube and bake in UDK:

    [Blocked Image: http://i.imgur.com/Q2dT8.jpg]

    I didn't do anything else, default .ase export settings, didn't flip the green channel of the normal, tc_normamap compression settings on import, compression no alpha on import.

    Here;'s the material setup to, as basic as it gets:

    [Blocked Image: http://i.imgur.com/E6gVZ.jpg]

    knj new post:

    Yeah, normals look fine, have you tried re-flipping the green channel yet?

  • knj
    • July 23, 2012 at 12:31 PM
    • #15

    Bunglo yes i did, but the problem wasn't there (thanks to you i was looking again in to ase exporter)

    and FUCK, the problem was couse i didn't have turned on the option "obey hard FCK edges" !!

    lol, and thats it, now its how it sould be

    [Blocked Image: http://knj-environment.com/img_test/cube/udk_good.jpg]

    (the one of the left is with this option NOT checked)

    thanks guys for all the help and support and again LOLz at me

  • Steppenwolf
    • July 23, 2012 at 1:53 PM
    • #16
    Quote from PogoP

    Just bevel those edges. Your low poly has to reflect your high poly in shape as much as possible, so try and round off the edges as much as it is in the high poly, without being so... high poly. The low poly cube you have at the minute has some very hard edges and there's no way that your normal map will be able to hide that.

    I disagree with that. It's perfectly possible to do this without bevels on such a simple cube. Would be different if the hp was way more rounded around the edges.

  • PhilipK
    • July 23, 2012 at 9:11 PM
    • #17
    Quote from Steppenwolf

    I disagree with that. It's perfectly possible to do this without bevels on such a simple cube. Would be different if the hp was way more rounded around the edges.

    Yep. I agree with you Steppen. Pogo: IMO the the shape is just ONE of the things the lowpoly should reflect, what is even more important is the shading of your lowpoly. But it seems like most people don't care about that at all.

    I made a quick pic of showing what I mean:

    [Blocked Image: http://philipk.net/other/shading.jpg]

    The two boxes on the left will allow you to bake out/paint/nDo out a quick flat AND reusable normal map that could be used for tons of different parts on the same model. The last one is something that seems to be common practice in 3D schools and such. There are many things about this one I find very strange:

    - This is the one where the lowpoly reflects the highpoly the LEAST.

    - An object that is supposed to be flat is instead round..

    - Your normal map has to be concave to counteract this convex shading in your lowpoly, and you'll end up with a lot of unique concave shades of various kinds that can only work with this particular object, with this particular shading.

    - Your object may look somewhat correct until you want to light it really harshly with strong angular lights and the convex shading of your lowpoly will get too prominent for the normalmap to hide.

    - It will get close to impossible to LOD your object properly (why do we see so much LOD popping in games )

    With all that said, I think this totally works better for more organic stuff: plants, rocks etc. But I've never understood it for hard surfaced objects.

    And yes I know keeping things hard edged and splitting UVs will create more vertex data, but I find a mix of that and tweaked beveled normals allows me to reuse my textures a TON more, and texture memory is still where you're most likely to hit the wall first anyway.

  • e-freak
    • July 23, 2012 at 9:16 PM
    • #18

    can you show a picture of the middle cube's normals? the explanation and detail is pretty awesome

  • Minos
    • July 23, 2012 at 9:16 PM
    • #19

    Yeah whoever said that the lowpoly should always be in a single smoothgroup should be banished from the games industry

  • PhilipK
    • July 23, 2012 at 9:20 PM
    • #20
    Quote from e-freak

    can you show a picture of the middle cube's normals? the explanation and detail is pretty awesome

    Well, since you have the bevel and shading correct already in the lowpoly any normal information to actually get smooth edges is not necessary when you do that

    Or did you want me to show how to actually edit your normals to do that? (basically you bevel your object just like you would with the example on the right and keep everything smooth, but now select all the surfaces you want to be flat and simply point those face normals straight out in the face normal's direction)

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