You triangulate before you bake because in game engines objects are auto triangulated. Max auto-triangulates different then say, UDK, so your triangle topology will change, breaking your normal map bake. Therefore we must force our models to be triangulated, so it is uniform between all programs. The best way to…
normalmaps always just resemble the highpoly, as close as possible, the closer the lowpoly is to the highpoly the better the result will be. Now if you split uvs and smoothinggroups you add new render vertices, the same happens when you chamfer your edges and use one smoothinggroup. however a chamfered box will need uv…
There is no magic fix here. You have to either split your uvs by smoothing group, or chamfer/bevel the edges. Even with a synced pipeline you will still have problems getting a 6 quad cube to render correctly, its simply beyond the technical ability of a tangent space normal map. This may seem like a simple task, but its…