"I feel there's not alot of resources about that . Since pros do it very diffrent from what I've seen then the ones you see on tutorials and stuff. One great resource is simply to study actual models from commercial projects. You can look up games that have Steam Workshop integration for cosmetic items (Dota2, TF2,…
There's always going to be hairline shading seams with normal maps, since 8 bits per channel can't represent precise angles for the original normals. You need to ask yourself if anyone is ever going to see this, once the model is textured with diffuse/metal/rough, and lit, and shown at an average viewing distance, in a…
I think I got a better bake now with some redoing on UVs but. The seams are still there if you zoooom like really really close. We'll see when I start texturing. I know that also I kinda made the bevels small so that might be the issue too. Might be. But I will read the posts that Eric Chadwick sent. I will see if I can…
Hey! Glad I can help. It just so happens that we have a great deal of resources that we’ve gathered as a community, on our wiki, and as Forum threads. A couple related wiki pages: http://wiki.polycount.com/wiki/Normal_map http://wiki.polycount.com/wiki/Texture_Coordinates Related Forum threads: Of Bit Depths, Banding and…