Floaters 101: You need to have an "outline" loop of polys around your floater that lays parallel to your base surface. Around curved surfaces, your floater's "outline" needs to match the contour of the surface as well, again it has to be parallel to the surface. For floaters, the goal is too look seamless from a certain…
i guess if you're baking a normal from the floaters, ou could easily paint out the seams in the normal map afterwards if there are any. but how do you go about baking an ao map with floaters? bake once with and once without floaters soyou can easily paint out the shadows?
Well I have plans, just not sure how well they will work. My test came out pretty decent and had no AO seams. But I have the floaters set up to not cast shadows and I was planning on painting in the AO where needed.
I'm not sure what you're saying, the top floater looks seamless and would bake seamless, or 99% close enough to seamless. The middle one is flat and not curved to match the surface, and you can see the outline. The bottom is without the outline geometry. I wanted to show the differences between the three methods.