I'm working on an asset for someone but they want me to bake high to low and they said not to use a triangulated version of the mesh, only quads as this is being animated for a short film.
I do games mostly so I keep everything triangulated because a quad can be split in different ways and it wont be consistent if that mesh gets converted differently in their application with that normal map.
I use Substance Painter a lot and followed this guide:
https://docs.substance3d.com/bake/triangulating-before-baking-159451841.htmlI'm confused on how I can bake a normal map and be sure it wont cause an issue without converting to tris first??? Does anyone work outside of games that can help me better understand this?
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If the quad looks like that of the first part of the image:
If I convert the quad to a tri I can get either one of the two versions, and my normal will be baked with that, wont it look wrong when applied to the quad version?
I should note, some objects will have just a normal map, and no displacement, a few smaller pieces so that issue in that picture could come up for the normal map.
Initial object as quads
When I take it into Painter the quad gets cut down the middle from the top
When I render this out in Maya it will cut it across
Will I need to subdivide this low poly mesh enough to maintain that slope to avoid this from happening?
Like this
'
This is a simple example and maybe not the best but I need to keep the geometry the same as given for some of these. I'm guessing just subdivide at render would fix this? When I texture I'm stuck looking at the divided quad which looks off from what I will need on many of these objects.
This is different than I'm accustomed to as I have not done work outside of game assets.