![]() ![]() There is a shading issue there, but it's just me bevelling wrong, leading to a triangle. Is there any way to solve that? Otherwise the distorted portions are appearing fine.Įxample of its The requested. Those 'holes' in the lower right corner are causing artefacts in my low poly mesh. I tried using the bake normals option in blender but it is producing several artefacts of mostly red, green and purple colours. Just a side note, I use Unreal Engine for game development. I’m not sure what the terminology is, but when sculpting and turning on smooth shader, that’s not gonna translate over to the low poly model with the. Does anyone know when sculpting when applying the detail from high poly model to the low poly, how would I go about not having any quads showing. Now, is there any way to bake these details of the high poly mesh to the low poly mesh and if not, then how can I give that low poly mesh a deformed shape (like the high poly mesh), without too many polygons? Sculpting - High & Low Poly, normal maps. Then I manually deformed it a bit using proportional editing which gave me this result. Now, I created a high poly mesh and subdivided it a few times and then added a displace modifier with a cloud texture with 0.010 strength, which gave it a deformed kind of shape. So, I created a low poly cube and gave it a basic shape of a wood (no deformation) ![]() Here, I wish to create a piece of deformed wood in blender. But I don't know the procedure of doing that. I heard that it is a good practice to create both the high poly mesh and the low poly mesh for the asset, but instead to using a high poly mesh, one should bake the details of the high poly mesh to the low poly mesh. I am creating game ready assets using Blender. ![]()
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