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Beveled edges or beveled normal maps??

polycounter lvl 10
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melviso polycounter lvl 10
I came across this while doing some research:
http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques

From what I understand, this was a technique used about 2 years ago. Is this still relevant? How much is this used compared to just beveling the edges? Wouldn't just beveling the edges be easier? I understand chamfering edges can cause lightmap issues in ue4.

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