Update: * Refined High Poly, Low Poly, UVs Export options (both high poly and low poly) Left: Object space normal Right: Tanget Space normal (UE4) Application: Marmoset 2
Update: Baked Normal maps for testing Results + things to do: * Some waviness in the floaters (possibly due to cage?) * Figure out how to fix smoothing errors (?) on the Tangent Space Maps * Re-mesh the inner side of the base due to strange offest (replace with floater) * Add some floaters where studs intersect * Vertex…