Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
Generally speaking am i correct in thinking that the shading of the low poly is not important when you bake with an HighPoly? Let me explain it better, in the LowPoly is possible to see similar lines forming on the barrel, am I correct to think that normally those lines should go away? Or do I need to have a good shading…
Hello, thanks for the reply. Yes, i triangulated the LowPoly when I exported it in fbx, I updated the screenshots of the post with the triangulated LowPoly used for Baking.
Normal maps are meant to override the shading, but generally, yes; you want a good low poly to get clean, predictable bakes. If your low poly model also has smoothing errors, you've likely got some underlying geometry issues that are independent from how you baked it. And if you're deriving your high poly from the same low…
Hi! I recommend to check out the wiki to get an overview. Maybe do some simple tests. Edit: The shading of the lowpoly is important. The greater the difference between shading of lowpoly and highpoly, the more work the normal map has to do. And the amount of information a texture can store is limited. To control the…