Hey folks,
I'm sure most of you have been faced with this problem, and so it's weird I've never managed to find a good solution.
When normal mapping round holes, the map retains the high poly roundness around the rim and you get something like this:
I've been using 2 sorta messy solutions.
- Adding edges on the low poly to make the effect less apparent. This works okay to hide the effect, but it's still there between the edges if you look closely
or
- Maintaining the low poly edges in the high poly model so that the difference between the two is less drastic when baking
Anyway, I would love a better solution. Please, If you've got a tip, share it! I'll love you forever!
Replies
Works for holes just the same way.
Love me long time!