Modelling software: Blender
Rendering software: Unreal
Use case: Real-time render modelling portfolio
I'm trying to figure out the best way to get good normals on a backpack object, with its various thin looping straps. My high poly modelling uses straps with thickness, and I presumed that they ought to be made into planes for the low poly. The conundrum I have is that these straps loop and close on themselves, and I'm not really sure how to resolve that on the low poly - since, either the parts of the strap which are meant to be held together will float apart from each other, or I predict the baked normals for the straps will be rather badly messed up.
I also considered having the straps as a separate mesh to the backpack, such that the planes would float just over the backpack's surface, there'd be no need to bake normals to the straps, and the straps object would not cast shadows, so as to make it look fairly innocuous... but this would of course make the lighting on the backpack somewhat less correct.
I'm sure there must be some conventional wisdom on this kind of thing. Should I use thick straps on the low poly instead of planes? Should I manually paint over the normal map output? Or something else?



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