Is there such a thing as 'the perfect bake' when it comes to assets with cylindars? I've been modeling a hanging light fixture, which is all cylindars, and needs to be LP baked. I use Maya to Marmoset (For Bake) to Substance (For Paint) to Unreal Engine. I get things like wobbly lines, gradients, and non-perfect circles in my normal map. I know of many workflows for this, but none have worked for me. What works for you?
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https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1