I've been wondering about this I learned about the face weighted normals. Is it possible to make a normal map using the ready mesh (bevelled edges and changed shading data) as high poly and the guide mesh (the one we use to create the ready mesh) as low poly?
High poly that was created with face weighted normals ("ready mesh", as named above):
Low poly that took part in creating the ready mesh ("guide mesh", as named above):
Is such a thing possible or do the normal maps simply don't work that way? I tried baking in Blender and xNormal, but to no avail.
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One benefit I could see is the lack of long thin triangles that are created by the bevels, although you need a normal map.
In case anybody's wondering: Make sure to add the Edge Split modifier to the high poly between the Bevel and Data Transfer modifiers. Oh, and set the high poly to smooth shading (It has no difference for the model in viewport, but makes the bake actually usable).