Hi!, i have been pulling my hair off, since i dont know if im doing the normals the right way…
i’m using blender and xnormal to make my normal maps.
xnormal 2048x2048, 4aa, 16padding with a cage.
blender exporting as obj only for testing purposes, im getting the same results with fbx.
well here is a screen of a simple cube in blender, it has Sharp Edges and seams(splits) in every edge (autosmooth 180: on).
from far away it looks close to the highpoly, but if i get closer i can se the edge is still visible, im guessing its because the Sharp Edge?(Hard Edge, different Smooth Group), since if i smooth the entire mesh and dont use any sharp edge or seam it gets harder to see that edge, but the shading its ruined.
also in unreal it doesnt look that well, again from far away it looks similar to the highpoly but from close the edge is way more visible…
this is how is supposed to be? i mean i guess since im using a really basic geometry the edge will be visible.
I’m really bashing my head since i don’t know if im doing the normal maps right or not. also using bevels makes it way more dificult to spot those edges but it also uses way more vertices.
so yet again, its inevitable to see those edge/seams or im doing something wrong?
here are the screens, hopefully i could get some help.