Sub-dividing the mesh changes the mesh normals, and will introduce new/different smoothing errors yes. If you manage to change the mesh normals of only the projection mesh, but not the lowpoly mesh itself, this would work. However i do not know of any way that can be done or? Even if you could only change the normals of…
Kodde: DXT compression is a fixed size, a 24bit compressed image is always going to be 1/4th the size of an uncompressed TGA. I see what you're saying about overlaying etc, however i dont know that i would often do it the way you mention, as even if my lowpoly normals match the high very well, i'm likely to have some areas…
I baked my normal map in maya and the results bad shading, smoothing errors. i just read somewhere that i can fix this with "Raytrace renderer" how can i do that in maya? here's my Normal map http://i48.tinypic.com/2a9wqys.png Thanks.
EarthQuake: Sorry for this dumb question, I bake my normal maps with 3Point Shader in max? or 3Point Shader is only for model presentation? here's how it looks with 3Point Shader
I was under the impression that you had a variable filesize based on the contents of lets say DDS. In that case as you said, you'd get less artifacts the more flat areas you have. If it's constant file size wont differ yeah. "Harder to overlay details on" was a clumsy way to put it. For one thing you don't have to bother…
I had the same problem with my bakes when I was first learning normal mapping and such. I was using the low poly version of the model to bake onto, which was bad. Each edge in a normal bake starts a gradient, and ends when it meets the next edge. To solve this, duplicate the low poly and sub divide it. Use the sub divided…
All normal map bakes are "raytraced", i dont think you understand the question you are asking. Please post some images of the actual model with the normal map applied. This also still needs to be answered.
I'm curious as to why you mention these, as IMO they aren't actually problems. Unless you mean you have to use a larger texture to get the required precision when dealing with more gradated maps(which can be true). Otherwise this isn't really correct, as uncompressed, or compressed, the filesize is going to remain constant…