Yes, although using the wrong formula to generate your normal map will still produce incorrect shading it's far less noticeable on large smooth-shaded UV islands. On the plus side, all the baked normal maps I've uploaded are already MikkT so SL can only end up looking better! It's readily apparent in glitches at the edges of UV islands, and could stand out in situations like trying to normal map a sharp edged cube onto a soft shaded one, but for standard detailing of surfaces it's pretty harmless. the difference between the current tangent basis and MikkT is not super noticeable for the most part, IMO. See Fluffy Sharkfin's post, but as someone who has been unknowningly baking MikkT normals and using them in SL without being any wiser (or anyone else pointing it out either) for years. Will Shade smooth increase my model faces/vertex count/poly count? Or does it only affect the way the object is diplayed? Smooth Shading /Auto Smooth can also be enabled in Edit mode and applied to the selected faces.Įdit mode > select geometry to be smoothed > Face > Shade Smooth > Object Data Properties tab > Normals > enable Auto Smooth. If you are using Blender 3.3 or above, then instead of opening the Object Data Properties tab you will find that after Object mode > Select Model > Object > Shade Smooth >Īn Auto Smooth pop-up menu at the bottom left hand corner of the 3D viewport and from there you can change the angle value. Object mode > Select Model > Object > Shade Smooth > open the Object Data Properties tab > Normals > enable Auto Smooth and then, if necessary play with the Auto Smooth Angle value. To enable Smooth Shading in Blender its : And here is a link to an add-on that perhaps makes it possible to enable smooth Shading in Zbrush ? (Like I said earlier no guarantees, I don't use Zbrush) :
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