Hi, i wrote the whole long message for this topic and i don't know where it went. However, i have to re-write this: So, here is the model as you can see in the image, it not a high/low poly thing. This is the main mesh, i don't know if it's a low poly or mid-level poly. With and without wireframe. So, i want to texture…
Hey, sorry, yeah I was thinking the same to post everything in detail. So, here it is - This is the main mesh. So there is no low poly in it. This model itself is a low poly or you can say a mid poly model. As you can see the wireframe in image 2. I have to do the texturing in substance painter. I always face this problem…
If there is no highpoly, what are you baking the normal map from - and why? Imo your documentation of the issue leaves could be better. Best provide detailed information what you are trying to achieve and how. Add images showing lowpoly, lowpoly UVs, baked normal map, lowpoly with normal map applied and whatever else that…
we don't need to bake an object-specific normal map? If you don't have any shading/details to transfer (e.g. no high-poly) it's pointless. But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Sure, that works. However if you are already going for a unique normal map…
Hey! From my view (coming from games) the approach seems a bit convoluted. I would probably go in one of the following directions to get a model with nice shading: A) Mid-poly, shading by geometry (e.g. bevels + face-weighted normals). Seems you already started going down this path. Process the sharp edges that bother you.…
Hi, thanks for replying. Firstly, we don't need to bake an object-specific normal map? But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Because we are exporting the textures and the normal map is going to export? Without baking it right? So in pre-processing, we…