Mate your work is dope really nice fluid shot with audio no less, impressive and that F2012 looks particularly gorgeous, well just about anything coming out of the Maranello Scuderia practically is. I only live an hour away from Albert Park so your attention to detail is spot on pretty much captured pit straight too a 'T'…
Thanks for that. What height value does rust usually have? As in, does it collect on top of an unprotected surface or does it eat into the surface itself?
you only need to split normals at UV seams if you're baking a normal map to the mesh. Those dark bits are caused by you not managing the surface smoothing, it will look like that wherever you render it. you manage the surface smoothing by using hard/soft edges and/or adding geometry - if you're not using a baked normal…
Remember, surfaces that run perfectly orthogonal to the lowpoly surface cannot be displayed on a normalmap. I'm not sure how well those plates will work there.
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