With handplane, you can add support loops, bake an object space normal map, and remove the loops on the final low poly before generating the tangent map from handplane.
Yes and no. If adding the loops to facilitate the bake means you don't have to bake 10 times trying to get rid of distortion, it would end up saving time.
That really is a unhelpful post. Its not a simply "plan your low better" as an excuse to ignore situations that arise when the design requires complex surface change. I have no point with Handplane. Someone else brought it up as the catch all solution to the add then subtract edge loops. I simply pointed out that it does…
Exactly! Which is what my wishful tool above would automate. Not only would you not need the overexcess of loops, yoi wouldn't spend so much manual time with combining normal map bakes.
Talked to Andy Davies, and he explained it is possible, but very complex. He also showed me... which I knew the tool existed but never knew it did the same thing as handplane with allowing the removal of loops and correct the bake. The object/tangent space convertor in XN. I always thought simply it would convert one map…
Would it be possible to code the following. You make your normal cage. Export it to this tool with your other assets. Said program would then do a series of normal map bakes that start with baking with the cage unenlarged/pushed. Then going out gradually to your cage, with each step rendering out a normal map. Then going a…