seforin: Expect results comparable to that unreal image I posed for unity. You will still need the occasional split or supporting loop but more often then splitting smoothing at UV borders will solve things. Also, everyone please post the results of your testing.
very nice! new build a lot cleaner, and working perfectly, so far i've sound no issues A preview window would be nice, as well as a sequential save checkbox for troubleshooting would be handy as well if possible. ability to use supporting edge loops to remove waviness is so good. also maybe make the default padding size…
How much does it change the modelling ? Can we use 1 smoothing group like in synced workflow ? (i know 1 sg isn't best option but want to know). How does change the creation of low poly ? You don't need supporting loops anymore to remove skewed detail ? Sorry if it is already answered but Ir really can't find anything…
This looks really great. But just to get it clear in my head. You still make your reference mesh with nice topography and all the details? You then make your low-poly mesh, but now you can just render out an object space normal map for the low-poly model so the baking of the final normals is a function of the topography of…
Great idea Alec! Although, I don't imagine that putting the turbosmooth over your mesh set to smoothing groups will work with all low poly meshes, especially in the case of splitting smoothing groups along your UV seams, for example with certain hectic hardsurface-type meshes. In that case, would you just add a edit poly…
More or less(accuracy may vary a little from engine to engine). Previously if you wanted to use a 1SG workflow you would need do A. have an engine that was synced to a certain baker and B. only use that baker to generate your content. With handplane you can bake pretty much wherever you want, however you want. The thing…
Usually for fixing ray projection errors, like a screw or something being skewed I will just cut in one vertex right in the middle of that detail. This fixes the issue in most cases. Now it gets debatable as to whether taking the time to remove this sort of detail later(or creating a copy to add this to and then reverting)…