I'm curious to hear what others will say about this. What I am wondering right now is why your LP deviates so much from the HP. You say adding more geometry is more of a problem than a solution, but a normal map can only capture so much detail, especially when the LP and HP are so different from each other... Your cage…
So I would like to ask a question that I'm asking myself since a very long time now. I'm a Maya user and now experienced to deal with vertex normals. I have also read some things here and there about smoothing groups and I think I understand them too, even if I don't use them. However, I really don't understand what is the…
I think my problem with cages is here : you said "pretty much". If I'm using vertex normals I'm sure I get exactly 90 degress since I make sure that my normal are perfectly perpendicular to the face I'm baking on (in this example of course). :\
In this specific example I would make my LP conform more to the HP shape. It's simply protruding way too far in my opinion. Either that or squish the HP parts down. It's baking at pretty much a 90 degree angle so there will only be so much detail that gets baked.
So the basic issue you have when not using a cage/averaged projection mesh with hard edges is that you will get gaps in your projection, which I'm not seeing in your example there which makes me wonder exactly what you're doing. This thread covers the issue in a lot of depth:…
Yeah so there are basically a few different methods right: 1. Use averaged normals on your entire mesh, no hard edges or custom edited normals. Using a cage or not has no bearing on your baked result(unless you manually edit your cage, which works differently per app, hand editing the cage/envelope in Maya for instance…
Aren't you essentially adding more geometry anyway if you start beveling your cube and splitting the vertex normals to that extent? Personally I think different meshes call for different methods. Some can easily get away without a cage, which can make making one seem like excessive work. If you dont need one, you don't…
I'm not sure what make my examples confusing sorry... :( I have already read it a lot of time, but I have hard to time to apply the logic of some parts with the usage of a cage. This is exactly what I'm saying ! :) When I say I don't use a cage, of course I'm talking about using an external geometry shape to drive the…