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6/28/2025, 11:31:30 PM
Retarded newfag question, but if I have a normal map input on a regular BDSF shader that's using a mask to divide and apply a different texture to different parts of the same clothing mesh that already has a normal, how can I properly bake the end normal map texture result out?
I'm using simpleBake, trying to bake it both through PBR and cycles results in a weak bump texture that's not even close to the accuracy/detail of what I'm seeing in the viewport.
I'm using simpleBake, trying to bake it both through PBR and cycles results in a weak bump texture that's not even close to the accuracy/detail of what I'm seeing in the viewport.
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