pior, looks like that is faked soft alpha. A lot of games seem to go with that now, although I have never seen it done with horizontal lines like that.
you only need to split normals at UV seams if you're baking a normal map to the mesh. Those dark bits are caused by you not managing the surface smoothing, it will look like that wherever you render it. you manage the surface smoothing by using hard/soft edges and/or adding geometry - if you're not using a baked normal…
Cool, I see now. I do like the variation on hard and soft edges on the original reference image, like around the nose and the eyelids, but that's up to personal preference.
I haven't seen what software you are using to bake. In Marmoset there is a handy checkbox in the map options that allows you to assign AO to parts individually or collectively. So maybe your bake soft has that option. Can you separate objects into baking sets?
I use same modelling techie as in this video https://youtu.be/3rlMzsBWtPY?t=130 But instead of shrink wrap I use "data transfer" to transfer vertex normals . It works perfectly well usually . You can do a rats nest of polygons and edges, super tiny and chaotic but once normals are transferred it's perfectly ok usually .…
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
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