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Join Date: Apr 2010
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XM8 assault rifle
This is supposed to be a model of an XM8. while I'm happy with the geometry, I am less than happy with normals.
I try to stay away from using normals on hard edges, as this causes a lot of artifacts. So I mainly use normal maps on flat surfaces (dimples, divots, and screws), and I leave the edge normals following the geometry. I am not sure if this is a correct way to make a game model for an object like this. Should I change the geometry around the edges to get less shading artifacts, or does someone know a better way to bake edge normals without separating your UV shells? Or am I being over critical and it is fine as is? All help is appreciated. try to look past the horrible diffuse texture. |
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