11/2/2022 0 Comments Marmoset toolbag 3 tangent space![]() ![]() Painted details must be converted into Object Space to be combined properly with the OS map. Harder to overlay painted details because the base colors vary across the surface of the mesh. Slightly better performance than a tangent-space map (but not by much).Ĭan't easily reuse maps, different mesh shapes require unique maps.ĭifficult to tile properly, and mirroring requires specific shader support. Object-space is also called local-space or model-space.Įasier to generate high-quality curvature because it completely ignores the crude smoothing of the low-poly vertex normals. ![]() Objects can rotate, but usually shouldn't be deformed, unless the shader has been modified to support deformation. World-space is basically the same as object-space, except it requires the model to remain in its original orientation, neither rotating nor deforming, so it's almost never used. Normal maps can be made in either of two basic flavors: tangent-space or object-space. ![]()
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