to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement
Cheers mate good luck for the future and a personal thank you contributing on that subd thread over the years, not only enabling myself but also alongside many others, getting some sort of handle on this hard surface caper B)
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
Thank you for the detailed feedback. I'll consider various material properties while texturing and designing wear in the future. The part about surface distortion in the areas where the sign is riveted on is a great little detail.
Hey everyone, I've been texturing hard surface assets for a while now but still run into the same issue, that especially coated metal surfaces (Anodized Aluminium, Blued Steel etc.) get later on critiqued as not quite PBR correct. While this is somewhat of a problem with Metal/Rough where I am not sure how much to reduce…
What is the correct terminology for plotting a 2d object (let's say a circle for this purpose), onto the surface of a 3d object - and taking the shape of said surface? I don't know if I'm making any sense here - so for the purpose of clarification; let's say I have a rug and I set it down on a rugged surface. Said rug will…