@m4dcow With one smoothing group covering separate uvshells, that used to generate a bad visible seam in the illumination of the final model with the normal applied (in fact it was always recomended to have smoothing groups matching uv shell divisions, I remember that) So you recomend one smoothing group anyway betweem the…
got it, thanks both :) Still, that part highlighted in red in the image above would require it's own smoothing group, right? I say this because even if the outside edges flow pretty straight into the log edges, the inner ones (on the right side of the highlighted area) form some harsh concave angles. Not sure if a single…
Thanks Eric :) btw pls forgive me if I throw a baking normals related question on the side, is so simple I'm not sure it deserves it's own tread. In the image below of a wood log, the red part is a cylinder coming out of a cylinder, and the two have separate UV shells. In order to bake a good normal map, does the smoothing…
Thanks guys, also @"Eric Chadwick" sorry, I didn't understood the question. I just realized I have another question: does my old workflow for normal maps using 3ds max still applies, meaning smoothing groups still have to match UV shells? Or baking technology advanced and that's not a thing anymore?