I'm currently working with a limited game engine that does not support realtime tessellation for surfaces. This means that most of my rocks and other nature materials are looking very flat compared to what they looked like in UE4 and CryEngine. Does anyone know any technique of transferring details to the mesh? Like, having a plane or simpler rock surface and baking the tesselation to the mesh itself?
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But I never tried it myself in Blender. Not sure the data transfer would cope with normals properly and you wouldn't have to bake normal maps again. Blender data transfer is not as reliable as Max projection modifier, normal theft script or Maya attribute transfer imo. But in theory it should work. For rocks at least.