http://www.scriptspot.com/3ds-max/scripts/vertex-normals-stitcher From the "detach thread" again, but this is an even better solution to match the normal directions along splits.
Right, my initial feeling was right. I would go about that big, mostly flat surfaces same way. Need to look at that script. Might get handy on current project.
Any chance we could get a look at the Unity shader? I'm extremely gung-ho to give this a shot! Especially after discovering that the Quad Chamfer script automatically does face-weighted normals! Thanks, and I love the work you've put into this!
Maya must have 'face weighted normals' option somewhere. Max has various scripts for that last time I checked. I think this decal technique is really useful for adding panelings etc. but I can't see the benefit of it around the champered edges when using angle/face weighted normals on the mesh. edit: I found this link…
Thanks, it means a lot to hear this from you! Should be cheap and easy to include traditional parallax mapping (that is, UV distortion), yeah. Not sure what to use to drive it, though - I can't use normal map alpha because normals are compressed with DXTnm, and my main packed map is already using 4 channels for a variety…