The main problem with this method, or a similar method someone else posted a while ago(where they take the lowpoly and bevel edges to create the high, but keep the silhouette the same to avoid waviness) is that your edges will always look like jagged lowpoly models. When you get some slight waviness in there, it will at…
My thoughts on Normal Baking by with UV matching. Another post here in Polycount talked about the difficulty in baking perfect normal maps for models with low poly holes and tube shapes. But it didn't address an important alternative IMO. (I didn't see it in the wiki) A way I go about avoiding distortions is by matching…
Hi EarthQuake, Thanks for the quick reply. I have to agree with what you say. Specially about adding geometry to make things look better. It is only a test object to demonstrate. Your post made me wonder if there is a place for uv matching at all. I can think of situations where is faster to do uv matching than setting up…