A little Tutorial I did on how to get a bake without skewed elements for hard surface models, hope its helpful: Max: https://www.youtube.com/watch?v=u8nvDgvKbSs Xnormal: https://www.youtube.com/watch?v=NRNL_21Ee_w
Pretty sure. I only watched the 2nd (xNormal) video. And unless I'm mistaken you can't do as you say because tangent space bakes rely on the shading of the lowpoly; so a subdivided lowpoly would have different surface shading (due to the extra geo) and hence the ts bake wouldn't match the real low poly. That's why you bake…
Is this about skewed elements like this ? As rays are cast through vertices, simply doing a bake with a higher poly lowpoly would solve that issue. Copy the lowpoly > tesselate (subdivide) without smooting, and bake that + cage. Take the gained map, use it on the real lowpoly and done (unless I mix something up here ?) The…
+1, I tried this when handplane first released in the (mistaken) hope it would also help with waviness. What might be interesting is combining this with a raycast (non-cage) bake since you can set your lowpoly to average normals in xNormal as OS doesn't use lowpoly normals, meaning you're essentially doing an averaged cage…
Actually I've been trying to avoid skewing by locking the vertex data of the mesh and adding extra loops where skewing occurs. But it doesn't always %100 matches with the final lowest-poly model for some reasons and wasting time by thinking about where to add extra polys. In this way you just tessellate whole model without…
Yes, that's correct. Only the tangent space map needs the extra work. You'll be able to use other maps on the low poly mesh without any further messing around (except derivative maps if you're using those, they're still linked to the tangent basis).