I agree those are low poly issues and I'm not saying never use floaters, I use them, they are helpful. I use them for stuff like the round indent here, where it's just easier to stuff a floater in a box rather than try and figure out the geometry and what to do with the loops. The problem I think this example would run…
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…