Anonymous at Mon, 12 Aug 2024 08:04:10 UTC No. 992058
>>991990
>>991991
>he fell for the "everything has to be a single continuous mesh" meme
I don't know if you posted this, but if you are the owner of this model and cannot be bothered to edit your mesh (personally I'd detach the picatinny rail "teeth", notches or whatever they're called), just mark these edges as Sharp and turn on Normals > Auto-Smooth at a 180° angle, that's what I do to manually mark sharp edges
Anonymous at Mon, 12 Aug 2024 14:25:55 UTC No. 992063
>>992058
> he fell for the "everything has to be a single continuous mesh" meme
NTA, but I still can't believe how long it took for someone to tell me this when I got into gamedev. I had no idea and was persuaded that every mesh absolutely needed to be single one.
Anonymous at Mon, 12 Aug 2024 17:58:36 UTC No. 992071
>>991990
The shading will look fine in the normal map if you know how to bake.
Anonymous at Tue, 13 Aug 2024 15:48:49 UTC No. 992096
>>992071
No it won't. Bit-precision and non perfect UV's will always have their say.
Anonymous at Sat, 24 Aug 2024 06:26:10 UTC No. 992686
>>992096
You don't know what you're talking about. I do this for a living.
Anonymous at Sat, 24 Aug 2024 07:00:41 UTC No. 992689
>>992686
Fuck off Rajesh
Anonymous at Sun, 25 Aug 2024 00:14:25 UTC No. 992744
>>992686
sounds like you don't know much at all
Anonymous at Sun, 25 Aug 2024 08:52:21 UTC No. 992760
Anonymous at Sun, 25 Aug 2024 17:11:06 UTC No. 992782
>>992096
This person is correct. often normal bakes get very upset when you have alot of very thin triangles near each other, especially if the normals aren't set sharp in the area. The artifacting is often incredibly bad, leaving pixel streaks along the whole area until it's fixed.
Anonymous at Sun, 25 Aug 2024 17:41:48 UTC No. 992783
>>992760
I'm astounded by your stupidity, please leave the industry for everyone's sake