dm
New Member
Posts: 2
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Post by dm on Nov 17, 2017 5:17:59 GMT
Heya guys I've been using the beta to auto uv so I can quickly bake normal maps. It's done a great job but I couldn't find a way to have the uv shell edges hard and the rest soft, ready to bake normals in Substance Painter. Currently I take it to Maya and hit Hard/Soft Normals with the texture borders option.
Is there a way to do this and avoid Maya entirely? Thanks!
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Post by Remi Arquier on Nov 17, 2017 10:02:48 GMT
Hi,
There is no way to edit normals inside Unfold3D VS and RS. But what you are saying to me is a bit strange because Unfold3D doesn't modify original normals even when you cut your mesh into separate islands.
1. So they should stay soft if they are imported soft. If its not the case you found a bug. 2. However, if you import hard edges, they will stay hard but that is not a bug. And if you would want to convert hard edges into soft ones, we will need to add a new feature for that.
Can you please tell me if we are into the case 1 (bug) or 2 (need new feature) ?
thank you for your feedback
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dm
New Member
Posts: 2
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Post by dm on Nov 18, 2017 0:47:10 GMT
Hi, There is no way to edit normals inside Unfold3D VS and RS. But what you are saying to me is a bit strange because Unfold3D doesn't modify original normals even when you cut your mesh into separate islands. 1. So they should stay soft if they are imported soft. If its not the case you found a bug. 2. However, if you import hard edges, they will stay hard but that is not a bug. And if you would want to convert hard edges into soft ones, we will need to add a new feature for that. Can you please tell me if we are into the case 1 (bug) or 2 (need new feature) ? thank you for your feedback Thanks for taking the time to respond Remi! For me it’s a needed new feature to avoid having to go through Maya after Unfold 3D to run a single operation and export again to Painter for baking. Every extra export and program touch just adds room for mistakes. Also I’m currently doing look tests by decimating to say 20k in ZBrush, then want to auto uv in Unfold3D and straight into Painter for baking maps out to Unity. This is to get iterating as fast as possible, to get models with normal maps into animators and environment lighting guys hands as early and often as possible. From what I understand (after lots of Polycount/Allegorithmic reading and testing) normal map bakes get best results on static objects when uv seam edges are set to hard and most other edges soft. So with new seams in Unfold3D I need to be able to harden them at some point, and soften any edges that are sewn/aren’t part of a uv seam. To me given this is a pretty common practise I’m always surprised Maya doesn’t have a harden option on cut and a soften option on sew/stitch, so I have simple 2 line scripts for it. Maya 2018 added a single click solution now where u make a selection and click harden/soften edges and it does it by texture border/uv seam, so I do that before export. In Unfold3D I’d be happy to have it as an option in FBX export, or as a button that i use after unwrap and pack, or as an option on cut/sew. I have cut+harden as alt-c and soften+sew as alt-s on my Mel scripts. Thanks again!
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