I’ve asked different versions of this same question before, but I am still struggling to understand this issue. I’m trying to get generator masks working, however:
I am not working with high-poly meshes. I understand the issues with this - but I still want the hard edges of my geometry to be recognized as, well, hard edges that take wear.
Take the example I’ve posted. A simple low-poly mesh with a simple normal map I baked using an edge-smooth shader in modo. I generated the AO and curvature within Designer. Now, when I apply a metal edge wear generator, playing with all the sliders, this is the most I can get the edges to show wear (very little: hardly noticeable in Unreal Engine).
So, I’m looking for solutions. Basically, I just want the actual edges of my low-poly models to have a stronger effect on generators. Is there a better way to do this?
It’s a design decision - I don’t especially like the look of models that have a bunch of faked bump. I like the stylized feel of simple geometry - but would still like to create interesting materials that will highlight the edges of the low-poly model. Is there a solution?
Thanks!