Hard Edges are still visible with Normal Map

Hard Edges are still visible with Normal Map

green.sharpener
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Hard Edges are still visible with Normal Map

green.sharpener
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Hello, folks! 
maybe I'm missing something or my world differs from the other people's one, but I have trouble even baking a normal map of a simple cube.

 

I created 2 cubes (lp and hp with beveled edges)

according to the rule, all edges of >90 angles must be split to their own UV shell and set to hard edge

I tried to bake within Maya with Transfer Maps, in Marmoset (using Maya tangent space), but every time I try to render the normal map in Maya (no matter whether I use Armold or V-ray), I still have these hard edges visible


even if I set the edges to average and bake again, the result is not satisfying either

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Message 2 of 5

Christoph_Schaedl
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Mentor

Normalmaps do look strange in a Raytracer if they have to bend the normals to extreme.

Use a game engine or use more geo in the lowres.

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Message 3 of 5

green.sharpener
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So there is no way to use the same lowpoly model for rendering both in maya and a game engine?

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Message 4 of 5

Christoph_Schaedl
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Mentor

That depends on the asset. 

Modern Game Assets does have a lot of polygons and will render fine. The lower the asset the more troubles you have to render them.

 

If it does render fine in Substance Painter iray render it should render fine in Arnold. 

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Message 5 of 5

green.sharpener
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Advocate

well, looks like this is not my situation, I have a perfect render of the cube in both substance and marmoset, but inside maya both arnold and v-ray cannot smooth the hard edges

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