I’m creating game art that is being used in Torque Advanced. I’m really trying to maximize the texture detail in the model, and I’m experimenting with modifying the post-Zbrush tangent-space normal map so that symetrical geometry shares one set of normal information. I realize that to cannot overlap UVs in my model and get good results when exporting my normal map from Zbrush. But what are the problems associated with overlapping the UVs in the model after the normal map is produced?
I’ve noticed in the Gears of War game art, for example, that the halves of faces use the same normal map. But when I try this with my character, the contours on one side of the model are reversed… bumps appear like divots, convex scars appear like concave valleys. Not the effect I was going for.
Basically, I’m creating a dinosaur, and I’m attempting to share the exported normal map between each side of the dino. Is there any way to do this?