Hey guys, Thanks for the tips. I went ahead and made up another, more clear, example. I am basically aiming for smooth, soft corners look in this example. It works at some places and fails miserably in others - and I still don't understand the logic behind it :poly122: I modeled this in Max, took it to ZBrush and slapped…
...one more time! Asked about this before, but I'm afraid I still don't get this...sorry! Where exactly should one place smoothing groups to make normal maps look nice? Here's a mini-example. On one screenshot you can see my lowpoly corner with the checker map on it. On the other one is the same piece in Unity3D with…
This is the most accurate quote. It's not a case of "don't use smoothing groups". You just have to keep in mind that they add extra vertexes which takes up more memory. It's all about the vertex/polygon ratio. If your model has more vertexes than polygons I'd look into how many smoothing groups you've got and see about…