Help me understand this all correctly. Trying to wrap my head around face weighted normals and when to use them vs baking. My understanding is it's better/easier to use them on simple assets that aren't highly detailed or bigger environment pieces that use tiling textures. I know this differs asset to asset, but I'm just making sure I'm getting this. Please correct me where I'm wrong:
method 1 - face weighted normals with tiling texture (pros: no need for baking)
method 2 - create a high poly and low poly, bake and texture uniquely with substance painter. (cons: takes longer)
method 3 - face weighted normals, but add more detail in the height/normal map with Subtance Painter like vents, screws etc. (pros: no need to create a high poly and can still add small details via Substance Painter)
all methods vert count stays relatively the same, so would method 3 be the best, or would method 2 be the better one of them if I wanted to add detail? Does anyone even do method 3 or is that wrong?
Is it acceptable to use a normal map with an asset that already has the extra polys for face weighted normals?
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It depends if you're working with a hero prop, projected textures and a whole bunch of other things. There is no end all be all which is why they are all used.
As for the normal map, yes in some cases though you have to make sure your edge splits in UVs are synced with your face weights. I don't know exactly what you mean by this because painting in greebles and such in painter is using a normal map.
Also you or someone on your team would likely be making highpolys for such stamps anyway. Do not fear highpolys
Also, polygons don't really matter but vertices do. If you don't use face weighted normals (i.e. you are most likely baking the roundness of your edges from a high poly) you will need a UV split which means your vertices along the split have now doubled. If you use FWN then you don't necessarily need a UV split so you end up with the same amount of vertices. Consider the following scenario where the red edge indicates a UV split. Both meshes have the same amount of final, in-engine vertex count:
Just trying to understand this a little further.
Why not just always model boxes and other 90 degree geometry with face weighted normals if it’s the same vertex count in the end? Why ever make a high poly of the 90 degree geometry?
Second thing.
Doing this and baking are not mutually exclusive
Third thing
Fourth thing.
Adding supporting geometry for this means your lods will look shit and/or be expensive
Fifth thing
There's nothing wrong with editing normals but using the technique to get around the need to build assets properly will fuck you in the long run.