How do you mean? You don't even use the small color gradients in my left example towards to edges of the object? Does that that make much of a difference? I suppose if you are able to optimize and overlap UVs you can save texture space since in this example most sides are identical. The color gradients in the right hand is…
funshark> That works only on simple objects, like the beveled cube. T_T Try a cube with an extrusion, like the one in my example. Almost got the migNormalTools script who greuh linked to working in a funtionally easy way.
The first example without all the awkward hassling. I want an easy applicable process that you can use for a full scale project with a complex model. One of my students figured out the last puzzle when using the migNormalsTool for Maya. This seems to be the easiest way of working with this in Maya that I have come across…