Thanks for the replies, Sure thing, examples and specific questions coming up... I just can't use the actual piece so I'm doing a quick example prop. I'll be back with screenies in about half an hour.
Ok, quick example wall is done! It came out pretty well actually, but fortunately still shows the problems I'm having with the actual piece ;) I made both high and low poly in Max and baked the map there also. Then I exported the low poly and the map to Unity3D to check it out. Notice the seam-artifacts on the extruded…
Hi all! How well can a normal map capture high poly's rounded corners? A silhouette is what it is, but I think I've seen examples of some pretty convincing "round" corners in a very low-poly object - or am I mistaken? I've been doing some tests with simple cubes and cylinders in Max and Unity3D, but so far the results are…
Funny this is the exact same issue i was about to post on. I can provide further examples of this issue from Maya. Baking out via Maya/xnormal made no difference with those pesky 90 degree edges! Seams at the edges of low polys from the normal bake. Keep in mind there was no seam where the weird shading is occurring.
Chances are you're not breaking the edges that run along UV seams before baking. But yea examples are pretty much a must if anyone is going to give any solid help. Also check out the polycount wiki, tons of great info in there about this stuff. Especially the section on smoothing:…