@killnpc Hey! You are right, you made me realize that I made a terrible explanation of my problem. I'am using a Blender plugin called GrabDoc, that allows me to easily bake high poly mesh to a plane. Then, I'll take the low poly mesh and map its UVs on this trim sheet. This is my trim sheet so far: So, my issue is when I…
yes, it's Fabi_G's example A . You need to relax you hi-poly source a bit with no 90 deg corners . The way the projection would show you a few pixels of sides at least. As of Unreal render be sure Unreal uses your edited vertex normals and not recalculate them back to default positions . I don't use Unreal but recall it…
Thanks for your input on this @Bolovorix So if I understand all of this correctly. I can also make this angles on a different trim (like @Fabi_G demonstrated in the example C) and then map my low poly on it using hard edges. Is that right ?
You either could have a hard edge /split vertex normals along those UV seams and split UV islands/stripes accordingly or do what your blue arrow shows , having a single UV island and vertex normals all set up for example and parallel to each other so all the shading would come form the normal map exclusively. The geometry…
You can bake to a (tiling) lowpoly mesh matching the highpolys shape. Then construct your elements from that tiling mesh. This is probably along the lines of what sprunghut wrote. If you choose to bake trims to a plane, make sure the highpoly geometry reads well when projected (90 degree corners or overhangs won't show).…