Yeah thanks for that, I only went into the extreme side of things cause I thought that anywhere you have a 90 degree angle there should be a hard edge therefore a uv split.
Yeah, with the crazy amount of hard edges/uv splits you have here, you could have simply beveled edges and went with less uv islands in a lot of places, which would have made your bake more straight forward as well.
Hi, so after reading EarthQuakes post on making sense of hard edges, uvs, normal maps, vertex counts & Understanding averaged normals and ray projection/Who put waviness in my normal map? I decided to re-bake a normal map of model I created some time ago but never managed to get good baking results. The thing is I use Maya…
Another thing that can really help, you mention 90 degree angles etc, a great way to avoid that is to simply not model everything with 90 degree angles in your highpoly. If you plan your highpoly so that it will be friendly to your low, with more gradual angles you can really help yourself out. Heres an example: With A,…