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Weighted Normals (Mid Poly) Workflow Clarification?

amankart
polycounter lvl 6
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amankart polycounter lvl 6
Hi all, 
I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched.

This is my software setup.
In case software version matters. Alot of research I've seen is from older articles, version of software, or different 3d packages entirely:
- Maya 2026
- Most recent version of Substance Painter (Jan 2026)
- Unreal 5.4.4

Here's what I have on my workflow so far:

Terminology:
  • A technique to make low poly meshes look smoother, more accurately, without adding crazy additional detail
  • Doesn’t alter silhouette much
  • Thin, one segment bevel in selected area 
  • Bigger, structural, silhouette-affecting bevels will not be weighted


Workflow:

  • Model asset
  • Select corresponding hard edges
  • Apply 1 segment bevel (0.05, 0.01)
  • Select entire mesh
  • Mesh display - set to face 
  • Mesh display - soften edge 
  • Mesh display unlock then lock normals
  • Display - polygons face normals
  • Display polygons vert normals
  • Create mesh decals

When to use?
  • Reserved mostly for hard surface assets + architecture (both background and hero assets)
  • Good for up close and medium distance assets (far away assets not need that extra detail 
  • For game ready assets only
  • Helps with tessellation in engine (mentioned in a video I saw)
  • When you don’t want to bake a normal map but want to show extra detail

Example meshes:
  • Machinery
  • Vehicles
  • Weapons
  • Containers
  • Walls
  • Sci-fi equipment

I want to know if a mid poly asset requires a high poly asset to be baked or if that defeats the purpose of this workflow? And any additional gaps in my knowledge that would be helpful?

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