Hi,
I have one question about normal maps. This is a subject of many posts on forums and there is a lot of videos, tutorials and I learn a lot from all, but on one question I can't find answer. I understand basics of avarege normals and that for direction of rays bakers takes normals from low poly mesh. I know how to set up my smoothing groups/hard edges and how to UV. My question is - what about normals/smoothing groups on high poly mesh? I think it does't realy matters but normal maps have that information stored on it if I got that right.
I do have some problems baking and as I'am newbie still testing how.
Rgds
Replies
That make sense. I'am trying to understand more deeply how that works so I can more easily spot errors and correct them
I done some testing. When you apply turbosmooth all polygons are automatcally in one smoothing group. You can mess with normals but... I tried but has no effect on normal map. I guess bakers takes HP smooth by default.
One more thing I learn, importance of tangents and binormals when you export your mesh. Thank you