So I re-created the tests this time to investigate what impact the tangent normal map had on DDO's curvature creation. I simplified the project to just use the one 'metal edge wear' material. It use ID, tangent, object space, and AO input maps. Project assets download link - includes models (blender/obj), input maps, DDO…
@Goeddy Yeah the predominantly flat normal map is definitely a major contribution factor to the issue, its just a shame that DDO doesn't attempt to use other data to create a better informed curvature map. I'm also not entire convinced yet that this isn't a problem, but i'll admit that its sometimes hard to visualise what…