the result is pretty much what to expect from a triangulated lowpoly that will be brought into shape by tesselation and displacement. did you actually try your map?
i could go into detail why it looks like this, from my work mashine, if you are interested
the result is pretty much what to expect from a triangulated lowpoly that will be brought into shape by tesselation and displacement. did you actually try your map?
i could go into detail why it looks like this, from my work mashine, if you are interested
lol. now to think of it, that this is indeed how it should look. haha. Thanks a lot, man. Gonna try this later at home.
xNormal is baking the height information for each vertex in the low poly, the reason why hightmaps from programs like (for example) knald, or substance designer seem a lot smoother, is because they're creating the height map from a normalmap, not from the low poly mesh itself.
Replies
i could go into detail why it looks like this, from my work mashine, if you are interested
lol. now to think of it, that this is indeed how it should look. haha. Thanks a lot, man. Gonna try this later at home.
You should use it already subdivided a few times ( 1-2 ).
In case you produced the HP mesh just subdividing your base LP mesh and scuplting it, pls consider the MatchUV option.