Remember, surfaces that run perfectly orthogonal to the lowpoly surface cannot be displayed on a normalmap. I'm not sure how well those plates will work there.
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Best way to study this phenomenon is to looks at surfaces that show of this effect more predominately. Surfaces like Ice, Water and Car Paint all do this.
you only need to split normals at UV seams if you're baking a normal map to the mesh. Those dark bits are caused by you not managing the surface smoothing, it will look like that wherever you render it. you manage the surface smoothing by using hard/soft edges and/or adding geometry - if you're not using a baked normal…
Hi Polycounters! I'm seeking some advice regarding transitioning from Visual Effects industry texturing and surfacing to the world of Games. I have some awareness of the pipelines and procedures as well as the different software proficiencies necessary, but it is only surface level. I've been starting to learn Painter and…
Hi, I am writing a shader where I apply a displacement map on a surface. I am using a plane for the surface. The problem is that I want to turn the normals so that they face away from the surface after I apply the displacement map. So I created fake vertexes so I can calculate the normals, but the problem is that they dont…
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