Hey everyone,
I have this problem with my normal map. As you can see from the screenshot, the normal map has this floral kind of warping happening along the rim, when it should just be a smooth curve. I'm pretty sure this has something to do with my low poly, as the warping seems to happen at each segment of the low poly geometry.
I wondered what the best way to tackle this is? I assume adding more geometry to the rim in my low poly might make the normal map catch better. But I wondered if there is another way to tackle it without adding more to my low poly polycount, maybe photoshopping?
Hope I explained myself well enough, always have a hard time explaining these things!
Any help is greatly appreciated!
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peice of lowpoly geometry it is effecting ^^
Replies
That thread should explain what's going on.
One option is to bake an object space normal with a different low poly that has a few more supporting edge loops. Then use something like Handplane, or xNormal to convert that object space normal map to tangent space, using your original low poly(without the extra support loops) to convert.