Hi,
I was having a problem with beveled edges, it was the same thing as for the person who asked the last questions. (I didnt make a screenshot at the time otherwise I would post it here, sorry)
I tried pretty much everything I could find, cages of all kinds of sizes, seams on every edge and so on...nothing would fix it. Until I triangulated the mesh, and then the problem disappeared. I just wanted to ask if you know why it was like that. I realize that if I wasnt gonna make it for a game, I would probably used subdivision modifier. When I was baking normals for subdivied models, I never had any significant problems. But what if I wanted to bake normals for a model without modifiers and not triangulate it?
Thanks
Hey Tomas, that is really interesting! Usually when I triangulate a mesh (with the modifier) it can occasionally cause problems when baking, so I've had the reverse experience. Can I see a screenshot of what you're looking at, or take a look at the file via dropbox or pasteall.org?
Hey Jonathan,
I can't get to the file now, because I went to my home country for Christmas. I will be back in January so I will send you the screeshots then. I think I made copies of the mesh as I was making it so I should probably have one from before I triangulated, but if not, I will try to replicate the situation. I'm really curious why this was happening, I would also expect problems to appear after I triangulated and not the other way around.
In the meantime, have a merry Christmas :)