I'll just cut to the chase: I read that one can bevel 90° edges to make them smoother when normal mapping. I also smoothed the map, yet this was the result (which was slightly worse): That was done on a 1024 * 1024 map. Different values for edge padding appear to do nothing, so my questions are threefold: 1. How much…
Thanks for the reply Sprughunt! It's probably an issue with my UV map. I hate doing them without experimenting with high-poly modelling. So, where should I make the seam for the edges? Without bevelling (ie. 90° angle) it'd be clear where to make the seam, but to me it looks like the bevelled edge could belong to either.…
the problem you're seeing here is not because of the bevel. It looks like a problem with your lowpoly UVs or smoothing groups. I bevel edges all the time and do not get this problem. Smoothing groups increase your vertex count dramatically and can waste memory. You should use them very sparingly. My working method is to…
sorry, I turned off the smoothing while I was tinkering about with the vertexes. Here's it smoothed. The part will be focused on, which is why I did the bevel. At the moment the big questions I'm finding are "why is the normal map really disjointed" and "why hasn't the bevelling helped". Update: Okay, so it seems that it…