Sorry for being unclear, I didn't mean to imply that the amount of detail in high poly will make a difference, just the amount of sampled normals that you get on the normal map, in other words, how colorful your map is. Here's the example: If you look at the example B - the low poly model that has mostly flat blue normal…
[ QUOTE ] [ QUOTE ] Anyone can give me some tips? [/ QUOTE ] If you post an example of your new normal maps, folks will be able to tell just by looking at them (as you will in time) whether or not they are tangent or object space. As for 'everything is broken up', we can only wildly speculate as to what you might possibly…
[ QUOTE ] Anyone can give me some tips? [/ QUOTE ] If you post an example of your new normal maps, folks will be able to tell just by looking at them (as you will in time) whether or not they are tangent or object space. As for 'everything is broken up', we can only wildly speculate as to what you might possibly mean by…
Ruz - I think Krisonrik is using Maya for this, and I'd say unless the angle between the faces is really sharp, the 'colorful' normal map sampled with smoothed edges usually looks okay on low normal mapped geo - that example was snapped from Maya viewport. But it's always a good idea to check this in final rendering…