Hard edges will double the vertex count along those edges. BUT If you have hard edges where your uv splits are, they are doubled already, so there is no extra cost in doing this. Also, when baking normals you must have uv splits where your hard edges are anyway, or else you will get render artifacts on your hard edges(it…
From the looks of your images, you have numerous hard edges running throughout the inside of your UV shells. Soften these edges, and make sure only the UV perimeter edges are hard. As pior said, it's not absolutely necessary to have hard edges at UV seams (it can cause issues with mip mapping in some cases), but for the…
I'm baking a model @ 4096x4096 but I believe the final in-game texture size will be 2048*2048. What would be the recommended edge padding to avoid seams w/ mipmapping?
I am making a shipping container and on the doors there is a shading or normal problem, I checked the number of edges for each face and they're all 4 edges, any suggestion?
Hi, is there a way to select hard edges and bevel them without the rounded edge? what i want is, that the "preview" in the picture above is my result :) thank you in advance