

sacboi
dimwalker
Also when dealing with more complex shapes, bevel modifier might result in bad shading issues that need to be resolved.Jumbee said:
Also you don`t need to deal with the shading or topology related issues on the other side of your model.
kosh3d
Eric Chadwick
NikhilR said:The other issue is that many gamers believe that their game language being translated into developer language isn't leading to the results gamers want to see quickly enough.




Shyralon








np1094
Sage said:This looks sweet man!
Thanks! I'm using 3ds Max. I'm not sure what your definition of "retopoed boolean modelling" is. I start with a blockout and define main forms with basic shapes if I can. Then I boolean pieces together and cut support loops and resolve/clean up geometry. I made a shitty "modeling is easy" meme when I finished my engine, you can kind of see the start of my blockout there lolkanga said:Nice work!What software are you using? Is this retopoed boolean modelling?Look forward to seeing more. Welldone.

kosh3d

I’d like to leave my final solution here after exploring this issue. I’ve looked through many tutorials, but most of them only pointed out the problem without providing a solution. Even the tutorial mentioned above—although I haven’t seen it—I can roughly understand what it’s trying to say.
Due to confidentiality, I can only briefly describe the problem I encountered and how I solved it:
First, I had a normal map in SP and Unity that displayed correctly in the Mikk-T tangent space. However, it didn’t render correctly in Maya 2020.4 with Arnold 4 CPU—it showed artifacts like black edges, similar to what’s shown in this image.
This was caused by a low-poly model without UV splits and hard edges in areas with steep angles. You could fix it by adding geometry, redoing the UVs, and rebaking a nearly flat normal map (with very little color detail), following proper soft/hard edge guidelines.
However, there’s a simpler way to fix it:
In Substance, add your current normal map, then bake and export a world space normal map. In HyperShade, set the aiNormalMap node’s "Tangent map" attribute to False, and set your low-poly mesh to flat shading (all hard edges). This will cause the world space normals to override all existing normals. Note: there must be no weighted or smoothed normals.