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Applies normal mapping to the rendered surface based on the provided texture. For the best results, we recommend baking the normal map in software that is compatible with Autodesk (i.e. Mudbox, Maya, Substance).

Asset requirements

  • normal map texture – The texture holds normal map info stored in Tangent (or texture) space.

  • geometry exported with Normals info

We recommend baking the normal map after exporting the .fbx file from the software you are working with so that the UV maps do not get overwritten.

The details present in normal maps are static: for now, they cannot be dynamically altered at run-time. If you want dynamic things like expression wrinkles that appear/disappear based on expression changes, don’t put them in the tangent space normal maps.

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