Hi there,
I am working on some kind of temple and I ran into a problem. In order to save texture-space I am using tilable textures, but I want a clearly visible edge that is not sharp as a knife.
The only solution I have right now is to add additional edges next to the corner using one Smoothing Group. Visually the result is great, but now I have alot of more triangles.
I made a simple test to show you what I mean. I wonder if there is another solution or are additional edges the way to go?
Replies
http://www.polycount.com/forum/showthread.php?t=85809
With tileables, there isn't really any other option to do what you are looking to do without adding geometry.
I use maya, and a tool called migNormals tools to edit my vertex normals.
Here is a quick example I just did, weighs in at 92 tris vs 108, with yours, not a big difference, but same fidelity at a reduction of tris.
But on my journey I luckily found the solution to my initial problem. Editing normals solves trouble of using triple-edges.
(And possibly also http://www.polycount.com/forum/showthread.php?t=106108)
So it's the vert count that matters rather than tri count.
My understanding is a vert can only have one normal. So when there's a hard edge, say at the edge of the cube, the 1 vert becomes 3 as there's a normal for the x,y,z of the cube's faces. Additionally, a vertex can only have one uv coord, so if there's a uv seam (1 vert having 2 uv co ords) that's a split too - unless it's already split, the splits don't stack that way.
So for your first example, adding edge loops where there isn't a uv seam doesn't end up with more verts than you'd first think. For example: both these shapes are 24 verts in editor:
The difference is quite small on a simple asset like this; denser models will obviously benefit greater from a more conscious use of bevels. In this case the simple bevel has less splits (because of the averaged normal, instead of split normals to produce a hard edge) so only has a minor increase in total vert count. Hopefully this explains why tri count can be deceptive.
Also there are some good reasons for/against weighted normals if you're interested: http://www.polycount.com/forum/showthread.php?t=85809
Thanks .