Hi everybody, I wanted to discuss and ask advice regarding a part of the high to low poly pipeline. My mentor told me that, as a last step before baking the normal map from my high poly to low poly, it is good to inflate/displace the high poly geometry (make it more puffy if you will) to completely cover the low poly…
Knowing that this may have originated from HoTS gives the needed context IMHO - and I think this perfectly illustrates how something that may be relevant for a very specifc (and somewhat hacky) edge case is not to be taken as gospel, and can end up costing time and ressources. I personally didn't take part in the…
I don't use hi poly mesh for such things at all. All the edge rounding could be baked by just using rounded corner / bevel shader or whatever your 3dpackage or renderer call it and this tiny "detail" could be just painted in substance painter, 3dcoat , or any texture soft. It's a bit less easy on cylinders crossing each…