Normals and Meshes

Source: polycount                 Go to “Texel Density”

Q: I’ve read some articles about Normal map baking, and they all said that in order to have a clean result, I have to have Smoothing split, and UVs split on every hard edge. For example like this box, below.  Sometimes I can not have UVs split on every hard edge and then the normal seam show up. What then?
A: By adding more edges to your low poly (like, chamfers) to support the extreme change in angle on the edges.




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