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>> No.5544090 [View]
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5544090

>>5543558
>>5544051
IMO best solution would be: generate Heightmaps via software (those are pretty easy to do right by programming means), then clean and touch up those. After that generate normals from those which would create much cleaner and more accurate generated normals than any other way and would require only minor touch up.

Roughness, metallicness and specular have to be handpainted tho, otherwise you get superglossy shit a-la turdo-VasyanR3m4k3


Another issue: normals don't work well on low-res textures, if they are themselves lowres, if they are not filtered.
And as of now there is no way to apply trilinear filtering to them separately without applying it to the rest of PBR and textures themselves.
Solution is either to bug Graf about separate filtering options for normals and regular textures until he gives in and does it, or make PBR in x4 size, then resize original textures x4, then enable filtering for all of them.

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