Using a normal map for beveled edges along with tiling textures for bigger assets?

polycounter lvl 2
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jordank95 polycounter lvl 2
Hey guys - I notice in a lot of games with bigger props that have tiling textures, there's some nice baked beveled edges. I see this a lot in scifi games, or metal pieces. If it's not a bigger beveled edge, it has a normal map on the smaller edges. How is this achieved? Is it a normal map from a baked HP being used along with a 2nd UV channel for the tiling textures? Sort of new to this, so thanks for bearing with me.


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