03-03-2016, 07:06 AM
Could you make a more detailed tutorial on how to convert normalmap spaces that might, say, use Blender only? I'd love to find a way to convert the Pokémon Gen-6 normals to Tangent, but your tutorial is, well, rather abbreviated and assumes a lot of prior knowledge.
For example, do you need to actually weld all the vertices together on the underlying mesh to that it's all smoothed? Do you have to know exactly where the original model has its hard edges? none of this is covered in that, and I'd kinda like to know.
For example, do you need to actually weld all the vertices together on the underlying mesh to that it's all smoothed? Do you have to know exactly where the original model has its hard edges? none of this is covered in that, and I'd kinda like to know.