I posted a question a few days ago regarding different techniques of making a wall etc.
so I made a highpoly wall model and baked it, and Im still confused for several reasons.
firstly, I noticed the normal pattern in Blender and SD are completely opposite... which one is correct? secondly, if in SD I just made a brick pattern normal, that pattern isn't faded/smooth but flat. is that better?
The low poly mesh was originally 6 sides however I added a bevel as the edges looked terrible/warped. I was told a few days ago that all 90 degree angles should be seperate uv islands, however with a bevel everything is 30 degree angles, so... should that affect anything or change anything. it has a 90 degree split edge modifier already added.
also regarding the bevels, these produce a triangle in each corner, is there a particular technique you use for UV mapping them in the 'correct' way?
I unwrap everything in Blender using the conformal option, not angle based, does this affect anything regarding baking or how the edges look?
Replies