![]() Making sense of hard edges, uvs, normal maps and vertex counts, and Earthquake on separating smoothing groups in the UV. For tangent-space normal mapping, split the UVs for every hard edge (where vertex normals are split, or different smoothing groups are used, same thing).Create good Texture Coordinates for your low-poly model.See Normal_Map_Modeling#Low-Poly_Mesh and Understanding averaged normals and ray projection/Who put waviness in my normal map? and Skew you buddy! Making sense of skewed normal map details. Remove details from the base version of the high-poly model, or use ReTopologyModeling.High-quality bakes require specific modeling techniques, see Normal Map Modeling.Build the source for your normal map, using DigitalSculpting and/or Subdivision Surface Modeling.Test with all the required functionality so you can determine how much detail is required.Create a rough low- to medium-resolution model, and get it into the game.The baking workflow varies for each artist this is a summary of common baking tasks.
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