Hi Guys I would like to know if there is any way to insert loops or edges into an already baked mesh without creating artifacts or drastic changes in normal? Thx!!! BugSeeker.
Thanks Alex I understand, but only to explain better. If the mesh is hard surface, any loops or edge that I enter can generate error in normal. Is there any way to do without generating artifacts in normal or distortion in the shader?
For example, if I have the main asset as LOD 1 already baked and I need to make that LOD 1 become LOD 2 and the new LOD 1 is nothing more than the old LOD 1 with increasing polycount. Just remembering that the normal map was baked in the original LOD 1 and it is not possible to bake in the new LOD 1. Only that when…
This stuff is super easy to experiment with, so you should. Do a test bake and then apply your textures in your 3d app, as I have in the images below. Then you can edit the geometry however you see fit and watch what is going to happen. You can send the result to your game or render engine -- to the best of my knowledge…
there are cases where you might not be able to directly see it, but yes if you modify your topology after the bake it will introduce shading issues. the tangentspace normalmaps have the tangentdata from your lowpoly stored inside and this data changes when you chop away or add loops. For LODS its rarely an issue unless…