Ya its a approach i use alot, masking a scratch texture with my cavity/covexity maps, but i tend to not put thigns into the normal map since scratches i would create in this way aren't big enough to cause a large change in the direction light would reflect from the surface.
Tend to keep scratches out of the normals, unless it is larger scratches, in which case i would sculpt or use ndo to create those in the first place.
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Tend to keep scratches out of the normals, unless it is larger scratches, in which case i would sculpt or use ndo to create those in the first place.