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on: April 26, 2017, 09:56:47 pm
Firstly, I'd like to thank the Allegorithmic support staff for all their help in troubleshooting the 3D content creation workflow and all it's foibles. Allegorithmic has done so much for the 3D community and I really appreciate it.
When baking a normal map for a chamfered cube (high poly) to a 6-sided cube (low poly), I am able to do this successfully regardless of whether the normals of the low poly cube are 'unified' or 'broken'. However, this is not the case for more complex geometry.
In 3DS Max, unifying normals sets the direction for each unified normal to be perpendicular to the averaged surface at that point. Breaking normals orients each separated normal perpendicular to its respective face (see attached; unify (left), break (right)).
My question is, what is the *correct* option when preparing a low poly model for export to SP2, unify or break?