Wizards Journey (Post Mortem)
Baking Hard edges in Maya
One of the most interesting things I came across in this project is how well Unreal rendered low poly assets. I made each asset with separated smoothing groups to give a hard edge look to each model. When I brought it into Unreal my smoothing groups were solved and gave me a smooth(ish) look. So instead of putting the smoothing groups onto the object itself, I made a high poly asset with every edge beveled by about 0.2. Then after I had the creased edges, I baked those normal details back down onto the low poly and baked out a normal map for unreal to use. Below is the result of that process.