Monday, 13 May 2013

Bad UV's and Smoothing Groups

Well, so far I've been sticking to my IT WILL BE LOW POLY methods! with this I've had some experience with bad unwrapping on my part and also smoothing groups on low poly objects are more difficult to grasp, so to others thought i'd elaborate on the process on how I tackled this problem.

1) this is the binbag basic low poly with normal UV seams that I thought would work, as you can see across the top theres a bleed all across the 3rd edge up from the bottom, this is because when baking the high poly version of the bin-bag as the seams are in an obvious place its noticeable.

2) This is my "lazy arse way" to try and fix bad UV seaming with putting the smoothing group on opposites so the light around middle of the binbag is taking light from one direction and the top above the 3rd edge is the opposite way, as you can see this helps slightly, although you can still see normal map bleeding.

3) This is the final result of trail and error really, as you can see I chamfered the 3rd edge up so that it had an extra edge on each side, so the angle of the baking process wasn't as harsh as you can see this has got rid of all seams and it now looks like a binbag!

Broken

Fixed

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