Inflating your highpoly sounds like maybe a misinterpretation of a technique I know from Heroes of the Storm. Sculpts were given a slight inflate before the maps were baked to create thicker edge highlights. It ah, works a lot better with a dynameshed sculpt than it does with a hardsurface model.
Well ... one can very well have "years of experience on treeple A" without having any experience working with others - resulting in odd workflows that would never work in production at a studio. "Hey, we need to rebake this armor set" "Sure thing - just remember to inflate the high just a tiny bit, otherwise it won't look…
Hi everybody, I wanted to discuss and ask advice regarding a part of the high to low poly pipeline. My mentor told me that, as a last step before baking the normal map from my high poly to low poly, it is good to inflate/displace the high poly geometry (make it more puffy if you will) to completely cover the low poly…
I missread the OP. :# I think he meant inflating low poly. It's what I meant. Doing it to Hipoly is indeed weird. Inflating low poly along vertex normals to bake world space normal map on the other hand is where low poly itself become the cage . That way it works in many renderers that are not supported by regular texture…
My guess his advice goes to cage model rather than low poly itself. Or it may work when you bake world space normal map to be re-baked into tangent space in a separate pass . Especially when you use some 3d party renderer that is not directly supported in package bake tool. For world space normals the actual shape of low…