Hi!
I couldn't find a solution to my problem, even though it's probably something anyone experienced with highpoly -> lowpoly workflows would laugh at.
I have a lot of hard edges that needs rounding with Normals, and they look grerat head on, however, from extreme angles, where the normal generated bevel itself shouldn't show at all, I get theese black artifacts. Is there a workaround? Do i need supporting edges? What is the best way to get around the problem? (preferably without adding geo) Or am I doing something wrong when baking the normal?
(I hope this is the right place to post this, I've never posted on polycount before.)
Screenshots:
Replies
I'm pretty sure this is just how maya displays edges at glancing angles when they have normal maps.
You can only fix, if you bevel that corner. Simply you dont have data in this angle view, then that corner is rendered as black.
Adding a bevel makes for an even better result and fixes the problem in maya itself, and thank you @PetSto for the great and informative image! But it's such a low priority part so I'd rather not add geo to it, since it worked in my game engine.