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Another Normal Mapping Question

ajr2764
polycounter lvl 10
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ajr2764 polycounter lvl 10
Hey guys.

I know theres so many normal mapping threads floating around here and there, Ive looked at so many articles on the technical stuff...Im just now starting to do alot of personal work for porfolio and Im trying to better understand how to get good bakes based on specific pieces of geometry.

I have an object where the main big part of it I added bevels to the edges to match up with the high poly and it has all soft edges, the bake comes out ok there are some minor issues it seems along the some uv seams where the bevel is at.

What do you do with parts of a model that are too small to really waste tris by bevels but still want to pickup some of those smooth edges from the high poly. I know if I have it in one smoothing group Ill get shading errors from lack of edges to smooth beteween. Would I need to set hard edges and break uv shells where there are the hard edges?

Thanks for any info, and Ill post some pics later of specific issue Im getting.

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