Thx. I heard this point a lot, however, my hard edges are at the uv seams anyway; and I am not quite happy with the chamfer approach in my test, as you say, once chamfers are here, we usually skip the normal map. But a 1 segment chamfer can't beat normal map easily without extra help from textures? I saw The Sims' assets…
"But a 1 segment chamfer can't beat normal map easily without extra help from textures?" Looks the same if you do it right. If you apply face weighted normals, the corners should have good shading. Thats the point of the whole technique. "but they still use handpainted diffuse map to fix the highlight at the edges" I would…
it really depends on how close you wanna get and what your final output is supposed to look like, but essentially even trading a chamfer with an extra edge for the normalmap doing nothing but edges might be worth it. you don't really have to handpaint, you should be able to generate those edges in the diffuse using…
Hi, I am working on a project where we are limited by polycount budget (because it's a Sims like builder game, we need to be conservative with polycount and texture). And one thing I am doing, is to use hard edge on models to maintain silhouette, and use a higher poly model to bake smaller bevels onto normal maps. For…