Wait until that normalmap is compressed and it might get worse. If you close enough you can always find something. The question is, how close will you ever get? I guess if you re structure this area to not have this long thing triangle youd balance it out more. Or you need to give the try more space in the UVs so there are…
- The first thing to check is the direction of the ray being cast (literally : along the normal of the face). Perhaps this tiny triangle is ever so slightly bent. - Now besides that, the way you've built the lowpoly for this watch asset doesn't make much sense. You have these minuscule dense bevels on the areas where the…
thanks @Neox hardening the edges reduced the artifact just enough so that you cant see it unless you get really close and view it from an angle. should I stop here or try to remove it entirely Regular view Viewed from a specific angle Edit: Fixed it completely by playing around with the shading and hardening more edges.…
just look at the lowpoly mesh without wireframe. the shading is just very strong. without more resolution and probably 16bit depth, the normalmap can only do so much. ideally you want as little shading as possible in your lowpoly.you can achieve this by using extra chamfers (costs more geo) or using hard edges on UV seams,…