This depends highly on how your workflow is set up, if your baker and render are properly synced up, then you can get away with always using smoothing groups, however it really isn't the best idea in the world even if you can do it. Now, not very many people understand this, and even less have proper workflows to take…
This is correct I see what the misunderstanding is. I am assuming that a model would have a minimum of UV splits already. So using smoothing groups in order to fix the occasional normal error would always increase the number of verts. for example: I would never split a cube into six UV islands therefore I would never make…
before you go start putting wasteful smoothing groups (they increase your vertex count) on your model you might want to check what the normal map looks like when it's applied to a mesh. Just because you think your normal map looks bad doesn't mean it is bad. It's a bad way to evaluate your normalmap. for example here's a…
Hi all, Despite of countless tutorials, I'm still having issues with normal maps. I have tried several different ways of setting up UV seams for example, but I still don't get clean results. I'm baking the maps with Max's render to texture and I must be missing something, because I keep getting quite noticeable artifacts -…
Those ones weren't normal mapped. I'd assume uv-borders and shading group splits would still come into play during the final vert count of those though? I know, cubes are terrible examples.