Hello, I wanted to ask about the "Bevel Shader" in Blender which is being used by a quite a few game artists to generate the normal maps for the low poly asset. And I find it quite a "Niche" way to bake the asset. How often is it used in the industry? And is it a better choice for creating the normal maps from the high poly due to It's nature of not relying on any Bevels or Support Loops or Dynamesh?
Replies
Maybe you get better results if you do fast bakes and spend more time on modeling and texturing. Maybe you get better results if you do perfekt bakes. Maybe you need 10x more assets than the other guy, maybe you need 10x less. So you need to pick a workflow that fits what you are trying to do.
Bevel shader is viable. (just make sure that you dont use the same bevel width for all edges that will not look great)
Its also viable to go lowpoly only as example, so anything goes, depends on what you want and need.