Some self shadowing problems are simply the result of low poly, angular models. Normal maps make you forget but it's a pretty simple geometrical shape in front of you most of the time, and shadow maps can't take the normals info into account.
Even we have some trouble with this stuff, on million polygon models, when we do close-ups and sharp raytraced shadows...
Even we have some trouble with this stuff, on million polygon models, when we do close-ups and sharp raytraced shadows...