There are no technical requirements here, you can use tangent space normal maps like you normally would. To render a tangent space map, every renderer has to convert it to world space, so we're simply showing the end result. As Lee says, this is a more accurate representation of what your normals (mesh+normal map) actually…
For the blurry glass, I have the material blend mode set to translucent. From what I read before trying it, if you plug a normal map into the normal slot, when adjusting the refraction, it brings out what ever normal you have plugged into the normal map slot. Thats what it did for me anyway. Here's a portion of my network.…
Hey guys, I'm currently making my first low poly asset and I've run into a bit of confusion regarding the workflow. Can someone please help me out? I've modelled a high poly object, sculpted detail onto it (ZBrush) and produced a low poly version of it. I'm now ready to bake in xNormal, but I'm confused as to how to export…
I guess that's why I have to uncheck the "Flip Green" option for normal maps in SketchFab....? Anyway, to reduce polygons I use ZRemesher just because it tries to keep the mesh all-quad. You can always find a couple of triangles here and there, but the final result is remarkable nonetheless. Decimation Master, on the…
hey guys - thanks for comments and kind words cube -> while i absolutely agree with you - yeah - it all kinda slipped into fantasy realm so i wasnt too concerned about mycelium networks and not growing on rocks :) - even though that's exactly what my wife pointed out :D jadeeyepanda -> there you go :) nauz -> cheers man…