On top of making UV seams where there are hard edges, it also needs to work other way around. By that I mean you need to know when to make an edge hard: UV seams aren't the only thing that dictates which edges should be hard. There are certain types of topology that require a hard edge in order for the vertex normals to…
I'm learning how to bake normal maps for hard surface models. Already read the polycount wiki and watched a ton of videos which taught me a lot. Then I encountered more issues than before. Ignorance is bliss...but I want to make sexy bakes! The first problem is probably my low-poly topology. I thought I knew what I was…