thanks for the reply the left one is a somehow realistic representation of the high poly....it has the flat look where it was supposed to be flat the right one is just...wrong in my opinion....i've modeled recently some props for a game and baking them with only one smoothing group just sent them back as a feedback....and…
Right, I know its wrong and should be fixed and on purpose... BUT I was referring to the above example as a finished product. It doesn't look HORRIBLE if he was in a crunch for a specific type of environment. Adding that Edit normals on top of it would make it look even bettter! We all know what its like to have 4 hours to…
(It might just be me, but I'm actually liking how the metal is catching the light in your bottom-right/final example. As if the metal itself isn't perfectly smooth, but is a bit warped from being hammered in). Edit: since there were a few posts made before I posted, I'll just state that I'm talking about the metal bits…
kdm3d: The bad one has an incorrect normal map. I don't think you should ever try to pass off normal map errors as "stylized". If you want the rounded pillowy look, as an artist you should be do it on purpose in the high poly, not creating a bad normal map and trying to pass it off as stylized. I agree that the pillowy…
Unfortunately you only got it half right. If you have smoothing groups/hard edges, you have to split the uv shells everywhere you have a hard edge. You didn't do so in the example, and as a result you can see seams on all the places where the uv shell isn't split. There are a lot of preventable errors in your normal map,…