Hey so I'm having this issue with my tangent space normal map generated from a high poly mesh in maya 2011. Pretty much anywhere the low poly mesh does not have nice uniform quad modeling I get these pixel stairs where the low poly triangle edges are. What am I doing wrong. Doesn't seem to matter how I triangulate the mesh…
This is what i like to call "resolution based smoothing errors". What happens here is a mixture of a few things. #1. Maya renders excellent normals, even over extreme angles, because of this, we're less likely to use hard edges. #2. Normal maps are limited to the resolution of your texture. #3. Small-thin triangles, which…