Wednesday, 30 September 2015

Rounded edge shader workflow

Finally been playing around with Modo and getting some decent results!

Here is what I think will revolutionize how we build normal maps for games

FYI: This IS baked into a normal map for the final result

Basically removes the need to have a typical Sub D mesh for clean beveling.  You can essentially have the worst geo ever (booleans and ngons) and still get smooth results.


  1. can this effect be baked to a normal map?

  2. you bet, you are looking at the normal mapped version!