Can anyone describe the typical workflow for creating somewhat complex layered normals from handpainted textures with nDo2? So, of course with this kind of handpainting, I attempted to add value and hue variation in the diffuse itself to communicate certain things, but I udnerstand a simple extraction from this will create…
This is by no means SUPER necessary, since I started the whole environment as handpainted to begin with, but if I can get a little bit of "umph" out relative to my original goals, it'd be cool.