Make a thread in Showcase & Critiques. I know its frustrating to feel a gap between imagination and execution, but I promise it shrinks the more you do, and the more you fail. Failing is good - just try not to make the same mistakes over and over again :smile: What I will say is that in a production setting this axe…
My first 3d game art. It's Master Jiraiya of the Naruto series. Maya-Zbrush-Photoshop-Xnormal-Marmoset Toolbag, 11k tris, 2k color, normal and specular maps.
In my experience those compensating gradients in normal maps never perfectly compensating in actual game. Mikkt space synced or not. 8 bit only + compression means you have not enough precision. Add SSAO to this and at some light angles you will see those gradients anyway , especially on reflective materials. Same for…
Alright I see this will be a bit complicated... So first of all you are changing the normal direction with that lerp before the fresnel. Normals should be in range of 0,-1 so then if you want flat normal angle, your vector 3 would be 0,0,1. I guess that constant 1 with 0.5 in the alpha of the lerp would be a blend factor…
The problem is your rotating your normals when you flip/rotate your uv shells around, so each uv shell is reading the normals differently. One shell is reading the normals as red/green, and another shell is reading it green/red and between them you end up with a seam.