Maybe I should rephrase that--I think you should recommend it as the one preferred method that you should always use to combine normal maps if you can, unless you specifically want another specific effect from another method of blending. If the Photoshop plugin doesn't work for you for some reason Farfarer has a standalone…
If you split a UV shell, you need to also move the new segments away from each other otherwise you will still get weird issues around the seams. If you leave them in place you still get the problem of "no room to breathe" when it comes to pixel information.
True. Although my post was written specifically in regard to the doc compiled by SUPERFRANKY, expanding the wiki would be always welcome. In fact, it is already a great help, as it covers pretty much every major topic out there. Some general editing, streamlining and additional examples wouldn't hurt, though. Speaking of…
Just wanted to ask couple of questions as I've followed the guide and normals are still acting up. Every time I bake stuff I almost have to figure out these techniques from scratch as nothing works consistently on everything. So I've made HP and LP in 3ds max. LP, kas a projection modifier on top of it (edit mesh modifier…
Great write-up on normal mapping. I've compared the doc to my own notes on this subject and found some topics that could be added to it/additionally covered, to get an even wider scope. 1. There was a lot of discussion on beveling lowpoly edges for the purpose of normal mapping. Some summary on beveling would be great:…