Hi, everyone, what I am trying to do is a trim sheet and use the technique that is mentioned in this GDC talk.
https://www.gdcvault.com/play/1022323/The-Ultimate-Trim-Texturing-TechniquesI am wondering if there is a way to use the bevel node in Designer to achieve the same bevel effect as a baked normal map
The left side uses a normal map generated by the Bevel node in Substance designer, it looks fake. The right side uses normal map baked with high and low meshes. What I can tell is the color of those two normal maps has slightly difference, which is the bevel slope (I guess). I know you can paint the normal by hand or simply bake it by meshes, but I think I am trying to maximum the usage of designer only to make my textures. So if anyone knows the solution plz help, thank you in advance!
normal baked with mesh
normal generated with bevel node in Substance designer
Replies
this won't necessarily give you a seamless bevel when applied to a 90 degree corner due to life being unfair and you'll need to adjust UVs to compensate a bit.
It does work though