#gamedev #gameart #pbr #textures
In this article, I will show the key difference in using the normal map, the advantages of using the normal map for microdetails, and how it provides sharper results, especially for micro surface damage and scratches. I will also demonstrate how to use the height to normal filter, which allows you to convert details from the height channel to a normal map in real-time in Substance Painter.
More tutorials can be found here:
Discord channel
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