I checked your work to keep you honest, and there were some mistakes that I think were made that may have skewed your results towards your final conclusion. For one, you didn't actually bevel the edges, you just added loops and used edge smoothing to get a beveled look. However, if you actually use the bevel tool to…
This was something i thought about right after i did the bake, sure i could improve the quality of the bevel a little, but the main point that this object looks obviously low poly from every angle still stands the same as it does on my example. You always want to create your asset in a method that will show well for the…
Here's my view on the issue. Based mostly on my own experimenting. There is no perfect solution for the topic, you can't get an artifact-free normal mapped lowpoly cylinder that simulates the look of a more smooth cylinder in every aspect. There's method A where you get a good high poly look at specific angles, and "wavy"…
I dont get what all of you guys are saying here, his orig mesh was fine, it looked like his edges were simply broken in his projection mesh. Clearly evident by the massive nasty seams in his first image? But you guys keep posting about # of sides and other issues related to skewing etc, ignoring the real problem.... CW…