hey guys,
recently, i've encountered this little
video, which made me realize that i'm missing quite big chunks of understanding about normals and baking.
it's about controlling shading and getting better normal bakes
it was accompanied by an article, but they didn't get into it all
can anybody explain to me what is actually going on in that video or link any other videos/articles/threads that go in-depth about manipulating normals manually?
thanks!
Replies
It's labour intensive compared to Palm smashing autounwrap, running a random fwn script and running the result through an autolodder but you get out what you put in and this will give you the best quality and most efficient result at all Lod levels
Pros
Your bakes look better
Cons.
It is fragile - edits to your mesh can break your normals which means you end up doing them again.
It's not always obvious to another artist that normals have been tweaked and therefore it is more likely that things will get broken when other team mbers work on your meshes.
The process gnoop describes is baking to the Lod you see most often - not to the top Lod
For this to work you have to project the lower lod normals up to higher lods so that your baked normal map reacts correctly.
The necessitates manual creation - or at least edits - to your lods
It's not a con to my mind - you get better looking, more efficient results if you build your assets properly
For this approach you want to bake to the lowest lod where it won't knacker the appearance of the higher ones. if you've got something fairly simple like a doorway or a cliff face then it'll probably be the lowest but for something more ornate there tends to be stuff missing on the low lods which makes baking a bit tricky.
I've been known to bake to a hybrid of lod meshes that doesn't go anywhere near the game to support this sort of thing.