Hi all, I've been following a udemy course on environment creation and one of the assets is a bookshelf seen below and for the low poly he just adds a 1 segment bevel to the un-subdivided model and that works for him.
This doesn't work for me when baking and I end up with all sorts of weird artifacts and edges, (different results every time I've tried so far).
My question is should my low poly 1 segment beveled object be encompassing the higher poly or be inside the high poly?
Thanks
Replies
In order to fill in the blanks, probably advisable reading this board's stickies first, prior too continuing:
Making sense of hard edges - uvs - normal maps & vertex counts:
Understanding averaged normals & ray projection:
I would use weighted normals if low poly has beveled edges, though not familiar with blender. Maybe it does that by default.
In any case, dig those links sacboi provided. Dealing with normal baking without it would be a harder ride than you expect.
Hmm…also for what it's worth, curious if the tutorial's author was working with Blender, as well?
If so, then kind of sounds similar to applying a 'Korean Bevel' on that specific prop. Which I believe negates having to bake detail from a high poly subd mesh, especially if your intent is to only derive rounded edge highlights for the low poly with minimal additional geometry.
Hi! Aside from the resources sacboi shared, this paragraph might give a clearer picture what happens during the baking process:
"The Toolbag Baking Tutorial - How Does Projection Work?"
Edit: Oh well, that's the exact tut sacboi already shared, should learn to read :P
There is also a wiki you can dig through.
Best share more info to get more specific feedback: Screenshots of artifacts? What software are you baking in? How do UVs look? Do you use hard edges/low poly shading? If you upload and share your files, people can take a look on their end.