Asking this question because I see less and less need for baked normal map recently.We can put in 'high poly' details directly on low poly using for example substance painter or ndo, and baked normal maps can have errors too often, needs tweaking etc, so maybe we can avoid baking especially for hardsurface objects. I think the only detail we can't paint on the low poly is the rounded look of hard edges..but maybe there is a trick already. Any thoughts?
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http://born-robotic.com/stuff/cubenormals.jpg
There is a bevel shader for Blender but it doesn't seem to be working (well) at the moment and it's CPU-only so takes a large amount of processing time to render.
This is similar what I had in mind.. If only it could be drawn out on a normal map.. I think technologically it could be done
http://www.polycount.com/forum/showthread.php?t=71995&highlight=effort+normal+map
http://www.polycount.com/forum/showthread.php?t=146280