I started another thread which actually brought up issues about how to make proper normal maps. Ive started to question if my system for making them is proper because it's not the usual way. My system is cobbled together from several diffrent tutorials. Up until now no one has complained but it would be good to make sure…
1 make High Poly, keep in mind your edge sharpness you want this to transfer well to your normals 2 make low poly and uv map, hard edge = uv split and uv split = hard edge 3 bake normals, remember to use a cage at least for most things i didn't for this example 4 texture and present. as far as i know this is the most…
hmm, interesting. Well from what I can tell so far basically the way I'm doing it is 'okay-ish'? the major differences seem to be that I reverse some steps and that I could use a better blending mode? is that about correct? willy-wilson- From this I gather I just reverse steps one and two. I usually make the low poly…