Yeah , trying to do some slightly more techincal stuff. Just thought bevelling edges was the way to go. Any suggestions as to the best script for bevels. Meshtools perhaps? Also if I buld in my bevels manually, then would I delete them after baking my normal map or is it just not possible to make a right angle look round.…
yeah the last technical stuff I did was 2 years ago , building stadiums for PS2 stuff and not a bevel in sight. I was just having a go at some tech stuff now I have a bit of spare time.
Yeah I jsut wanted to see how low I could go without it looking crap. More of an experiment really. Its kind of sunk in now that its the same as doing characters, the low poly should match as closely as possible to the silhouette of the high, so keeping in those bevels is a good thing anyway. Thats not a tv BTW, its a…
I think you are misunderstanding a bit why I am struggling here, its not so much the techniques for building objects,though i have taken on board the technqies posted here, its the look of the final normal map on a fairly hard edged low poly object and the issues with smoothing groups. Vahl hit it on the head when he said…
They have a point, Ruz :P Time is money, so don't spend ages trying to figure out a "fast way" if there's already a way which works fine... Don't bevel or subdivide the box you're baking to, bevel/subdivide/chamfer whatever the highpoly source is. The low-poly shape you're baking to shouldn't need to be edited at all. No…
Just to clarify,In the case of a simple box 1 you build in all the extra edges/bevels you need so it will subdivide properly. 2 generate the normal maps using the usual method 3 leave the bevels intact on the final in game low res model, not turn it back in to a right angled box? man, i often get stuck on the simplest…
Can you show how the high poly looks for the right picture of yours? And about my low poly, i'd create a whole new one,one that matches the high poly and one thats optimized as hell.
ok, thats what I wanted to avoid you see, adding more geometry. In this example I have almost made it work. The smooth edge you see on the left is mapped on to a hard corner. I think it doesn't work on the right because I have separated the uv's along the edge In your second pic above, would that be your final low res…
the lowpoly should have as few smoothing groups as possible, like characters,the shading "errors" of the lowpoly will get "baked in" if your renderer is good enough (I'm assuming you're using max, so the renderer should be fine), so you may notice artefacts on the normalmap, but they are here to "fix" the shading "errors"…
Right thats cool. the confusion has arisen because I have been doing characters for the last 4 years and have never had to do this stuff. _Oz,thanks for that diagram, very instructive. The only problem is now that in the case of the simple box, when I subdivide it turns in to virtually a sphere( in max BTW). To get around…