How do people deal with floating geometry when baking with xNormal? Baking normalmaps is no problem of course, but how do you solve the shadows behind the floaters when you bake AO or cavity? I usually try to stay away from floaters but the few times I've used them I've had to bake two sets of textures (one set with…
well for the rivets I just started off with a floater, and then I brought that floater to equal level of the flat surface, got rid of the surface face and bridged the edges, add cuts where necssary, and then if there are any noticable errors I fix them. get 8 verts. And then I applied a spherify modifier to those verts to…
I'd separate your foreground asset approach from your background asset approach — height blending will work fine where the player can't get up close and personal with it, and decals/floaters will get the job done for the front-and-center stuff. You could also try some fancy stuff with POM floaters, if you're looking to…
trying to do it based on position, center, and/or bounding box is fancy but it leaves tricky situations like highpoly floaters, or 2 meshes with the center or position on same location example : a sphere inside of a donut the program cant autodecide which mesh the floater belongs to since pivot is offset quite a bit could…