This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
just look at the lowpoly mesh without wireframe. the shading is just very strong. without more resolution and probably 16bit depth, the normalmap can only do so much. ideally you want as little shading as possible in your lowpoly.you can achieve this by using extra chamfers (costs more geo) or using hard edges on UV seams,…
thanks @Neox hardening the edges reduced the artifact just enough so that you cant see it unless you get really close and view it from an angle. should I stop here or try to remove it entirely Regular view Viewed from a specific angle Edit: Fixed it completely by playing around with the shading and hardening more edges.…
- The first thing to check is the direction of the ray being cast (literally : along the normal of the face). Perhaps this tiny triangle is ever so slightly bent. - Now besides that, the way you've built the lowpoly for this watch asset doesn't make much sense. You have these minuscule dense bevels on the areas where the…