Ok, some examples. First off we look at what happens when we have a smaller, closest matching, and larger lowpoly model. A. On the smaller example, we see that the edges start to project quite a bit up the side of the cylinder, this looks worst from the side view, and looks strange from the end as well. B. On the "closest"…
I'm not sure where the confusion is coming from, I dont think that I ever said contrary to that. As you'll note in this example image, plus the explanation that went along with it early on in the thread: The central line is fine because the normal is averaged across the face, in the middle of the face, the normal is…
Argh sry Earthquake , so you meantioned it :) I just read through your text while doing something else, so i missed that part, my bad. I know that it can happen, that it looks worse in some situations if you paint it straight. But in this example i think it could get rid of waviness without screwing up, but like you said…
Alright, so I took a little time to do a more practical example. You guys have probably seen me write "model for your low" before, so I'm going to show what I mean by that. First the high: You'll see A is similar to the worst case example again, but is a very common type of model to see. Lots of straight edges, little…
I was just reading generally up after not having made any normal map assets for a while and found this thread a bit confusing. I always thought that the waviness was caused by off perpendicular normal traces where the high poly model was at varying distances from the low poly. EG the in this example diagonal line has to go…
Except for the fact that the above example will look like a smoothed octagon from all angles, where the other will read like a cylinder depending on the angle.
StormRider1152 said: You don't understand the point being made. They were asking how to remove waviness in the normal map at the caps on an extremely low poly cylinder. The example with the blue cylinders I made is exactly how to do that.
His image is a joke, for humor. It is not a useful method. When the four-sided cylinder is rotated, the circle cap will separate from the sides, causing a bad silhouette. However this can work OK, if the cylinder is mostly hidden. For example, a car wheel can use this technique, because the wheel axis is hidden.