Well, im impressed! Since the devs. implemented the new tangent basis, i though i would do a little test to see what everything looked like. It seems they managed to match to the GLSL shader, Baker and the Rendering engine 100% To illustrate how you can use one smoothing group (if the the Tangent basis of the Baker matches…
Everything is converted to tris on engine import. Though it's useful to sometimes model with ngons, I always convert ngons to quads or tris before baking because you don't know if the engine or baker will triangulate differently. So in my opinion, ngon support isn't necessary.
But that the thing, these gradients are here in order to 'balance' the smoothness of the soft edged cube. With a correct synching between baker and engine, it should be just fine, the cube with the normalmap on it should show up just fine, with nice hard edges. Now I wouldnt work that way : I would make the edges hard on…
I didnt sculpt or create the model. It's from this tutorial from Eat3d. :) I like this has become a super thread for Blender tbh, and i prefer to have everything in on place, rather than having loads of smaller threads. Currently i see this thread as a kind of sound board for Blender related goodies. I dont think its so…
First off I can confirm that this workflow of baking down complex materials (using tiling, masks, and so on) down to regular textures *does* indeed work, as I've been using it frequently. It's especially great for baking down tiling normalmap details onto regular UVs. No idea about procedural nodes though, there might be…