In Maya, in the polygon tool set, under normals, there is a setting for hard and soft edges. If you are using low poly counts you need to use these to dictate how the normals blend together. On hard surface stuff generally all the normals are hard, and on organic stuff they will be all soft. Select your entire mesh and…
If you're baking from a high poly model then the shading won't matter, the normals that are causing the light to be calculated that way will be replaced. If you are doing just diffuse work, you might want to add a few edges to contain the shading or make them hard edges. But be careful because hard edges add more verts to…
I have a test's feedback on a low poly asset and i dont really undestand the comments. So i need somes pro's answers! "The low poly need set the soft and hard edges, otherwise there will be shadows." I think that it's the angle of faces ? 30° ? :poly141: I optimize or not? I doesn't understand. Help :poly122: Thanks for…
If you are going to use normal mapping then you wont even need those two stripes at the front. Instead I would use floaters and project depth there with a normal map. Your lowpoly will be entirely flat there but the normal map will make it look like there's extra geometry going inwards. Also, do this: Select mesh Shift…