Does anyone know how to soften this sharp edge? I want it to be more round like the other edges. The sharpness is causing problems with texturing. I did not do the retopology so I’m not quite sure how this happened or how to fix it
Select the edge and press Ctrl B to bevel
I usually speak Bevel Modifier.
It’s easy to modify and there’s an option to apply only a part of it.
※1. The object scale must be initialized before applying Beveld to come out in the desired form. (ctrl+a).
2. Check the direction of normal.
The second image seems to have bevel applied…
If you still see it at a right angle, try using a clear sharp
Another way is to increase the angle of Auto Smooth
Based on the image you showed me, I think I can think of only this way.
Try doing an edge slide with these two edge loops…
Moving the edge loops apart makes the sharp edge softer.
Also:
The blue line indicates an edge with Edge Menu > Mark Sharp set. You may need to remove that.
The red Line indicates a crease has been applied
Sharp and Crease both make corners look sharper.
You already have what looks to be soft edge shapes, adjacent too the one that’s causing issues.
Why not copy/duplicate those settings/values?!
I tried doing an edge slide but that just causes the mesh to get really messed up. Also those blue lines are not sharps, clearing sharps does nothing in this case. Sharps are a slightly different blue color. The red lines in my mesh are UV seams not creases
I don’t know what that means or how to do that…
Research transfer object and/or mesh data which may do the trick, since I’d assume that this mesh is third party made content.
It’s not third party content I just didn’t do the retopology
Too add, if this (…again a presumption) low poly proxy was UV unwrapped with explicitly baked down normals alongside mesh texture maps, then in all likely hood without the original high poly model, to enable re-baking those rounded edge highlights re-editing is a dead end, I’m afraid.
or better yet can you further elaborate as too what actually we’re looking at so more targeted optimal advice, is forth coming?!
There’s no need to yell, that’s unnecessary. Yes I baked the normal maps from the high poly but did not bake the texture maps. The high poly does not have this issue. I have tried rebaking it but it still comes out the same because of that hard edge. The issue is with the geometry not with the textures. I’ve tried editing the normal map too but it doesn’t help
I just want that sharp edge to be more rounded so that it does not stick out like that.
Pardon? don’t think I’d commented via all full caps…
Anyhoo, at this point neither here nor there since we’ve finally begun focusing in more acutely on what ails this particular exercise, despite your initial filtered worded replies, upthread. Therein by the way wasting time and effort earlier invested by others offering advice which now turns out, was based upon an entirely altogether disparate pipeline workflow.
All that said I’m not about to prolong the pain any further, trying to interpret your latest post…I mean could’ve just shared an .fbx or .obj file of the high plus low poly and be done with it, instead of this multi-question cross examination
…oh well before bidding a final adieu, here goes possibly nuthin
I’d be surprised if it did!
altering baked vertex normal coordinates will certainly introduce additional artifacting by implementing what again seems to be a made sharp beveled edged shape, no less
ADDENDUM
also, definitely concise succinctly collated info well worth perusing prior to continuing:
Making sense of hard edges, uvs, normal maps and vertex counts