Normal map - high poly to low poly OR round corner shader

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asyvan
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Normal map - high poly to low poly OR round corner shader

Post by asyvan » Fri Jul 26, 2019 1:20 pm

Hi
What is the best case for creating normal maps? (I am using Maya).
The traditional way with high poly to low poly creation?
OR
Using a round corner shader (like Arnold in Maya) and then make a texture of that rendering?

I have tried the latter one since it could save a lot of time but I have not got any good results.
Does anyone have a working solution?
//Jens Ejvinsson
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TSM
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Re: Normal map - high poly to low poly OR round corner shader

Post by TSM » Fri Jul 26, 2019 3:53 pm

<------Blender user I do hi-lo poly seems to work out ok :)

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asyvan
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Location: Sweden

Re: Normal map - high poly to low poly OR round corner shader

Post by asyvan » Fri Jul 26, 2019 4:19 pm

TSM wrote:
Fri Jul 26, 2019 3:53 pm
<------Blender user I do hi-lo poly seems to work out ok :)
Yeah that is the traditional way and works well. But can be time consuming. The rounded corners shader is really need and gives you that high poly look directly from the low poly without using a normal map.
So I was hoping I could catch that render and turn it into a normal map. And I can. But the result is not good.
//Jens Ejvinsson
Farming History: FS11, FS13, FS15, FS17, FS19 (Steam)
Logitech G29, Logitech/Saitek Sidepanel, Logitech F710 Wireless gamepad
PC Gamer - "The Silent Beast" i7-7700K @ 5Ghz, GTX 1070 @ 2.1GHz

Case IH Puma CVX With Tracks
Väderstad Rapid A600-800S Seed Drill
Tutorial compilation for FS19 - list of all my How To guides

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