I have just checked it in the build I downloaded a week ago. It does do face weighted normals with its new super cool "weighted normals" modifier. I wish I'd have such one in 3dMax. But weird thing is even if I apply this modifier to geometry, even if I export to fbx and bring it back, still Cycles bakes the normal map as…
Hi I am trying to use this workflow: https://youtu.be/Nz7oY1q470w TLDR: Basically you create your high poly and low poly as usual,but when is time to lay out your UVs, you make them more aggressively (Ignore hard edges etc) which results in less UV seams which leads to less vertex counts in game. And it all works because…
Even if this thread is older there is one point not coming out clearly enough beside all already said above. imo. You don't save on vertex count! All the support edges you add to your low poly to improve the shading are still necessary. If you convert the object space map back to tangent space bc you - again - need these…
Thanks for not answering the question and instead acting all snarky very useful dude. :smile: "This is basically all false Or more precisely : you are imagining exotic workflows because you are thinking about all this backwards." Gee I guess that I imagined the entire video? Is it actually in my imagination then? Am I the…
@musashidan I only responded in the same tone he responded to me, I find sad that this community finds that "veterans" can do no wrong and talk down on people like that. As for taking time to help me with my issue, he didn't, in no part of his answer he helped me with my issue, he just told me how dumb I was being for…
"Basically you create your high poly and low poly as usual,but when is time to lay out your UVs, you make them more aggressively (Ignore hard edges etc) which results in less UV seams which leads to less vertex counts in game. And it all works because instead of baking a Tangent Space Normal Map you bake an OBJECT space…