Nope, Softimage but the process of building the cage is the same in all applications. The push operator does nothing more then moving all the vertices along their corresponding surface normals, so selecting all of them and moving them along their normal does the same like a push operator.
I don't think that's exactly it. The vertices are always split along UV borders, Mat ID changes, SG changes in any engine - that's true. But the split of the vertices does not automatically imply that the vertex normals should change their direction. Hence my question. In my original post I showed in the picture that, for…
@EQ, Right, but vertex cost trumps triangle cost anyway. Ofc, triangle count is going to differ between hard edge and bevelled meshes but any actual increase in render cost (if any) would be negligible because of the amount if cache on modern GPUs makes it possible to store the result of each vertex so it can be…
(Picture 1 is keeping edge loops intact before export.) (Picture 2 is removing vertices that aren't supporting the mesh's silhouette.) I understand that doing this on a mesh with just one smoothing group would be a disaster, but what about on non-smoothed faces. It doesn't affect the shading, so is there another negative…
So when you're using a synced workflow you have less vertices since you have less uvshells and less smoothing groups, still it has it's own drawbacks. So my question kinda goes to, is it really a hard positive impact on performance or just a minor thing nowadays? I know it's a good practice to have everything as optimized…
I'd say the more the normal map has to compensate the low poly, the more shading issue you will get with an unsynced workflow. And indeed the dds compression (and even 8bit format) is an issue, i wouldn't recommand to have these large gradient on big surfaces for the best result. Depends of the size of the thing in the…
Make your high poly wayyyy smoother. A cube might not be the best test mesh because of its simple UV's.. currently what you've got is all hard edges on the low, so each face of the cube will be 1 uv island, since there is no benefit to stitching them (performance wise, texturing might be a different story). This setup is…
I have a question regarding UDK and normals. EQ states that you don't NEED to introduce hard edges where you have UV splits. And it totally makes sense. If I have a mesh in Marmoset it works like a charm (I only have separate SGs where the separate UV islands are). But with Unreal I run into a problem: when I import the…
There's a bunch of maths used to take the object space normal (i.e. the exact normals of the high res object you're baking) and transform it into the tangent space normal map that's commonly seen (the purple one). What's required is that the maths used for transforming the object space normal into that normal map during…