Thanks for the info, Orb. The average normal script changes everything! Usually I would either have a normal hard edge split, or have a control loops on EACH side of it (3 edges to form a corner) so soft normals would create a nice soft bevel effect. But this seems to achieve the same, but with only 2 edges, is that…
Thanks guys, yeah I'm baking with xnormal and MikkTspace. I was planning to use handplane, but it seems they didn't sync with UE4 yet. I also make sure to split my smoothing groups by UV islands and on top of it I apply an average normal script, to make the normals as perpendicular as possible which also makes a very flat…
Thx guys but no I won't finish (I will! but not for this contest X) nothing crazy with the baking, the main idea is to avoid gradients as much as possible, starting from the smoothing groups. If you don't have any gradients on your smoothing group or any weird triangles, you have more chances to avoid potential artifacts…