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* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.
 
* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated.
 
* There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit.
 
* There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit.
* UV seams and 'hard edges' produced by vertex normals is tricky.
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* UV seams and 'hard edges' produces by vertex normals is tricky.
 
* Normalmappers have a couple of quirks (aliasing, noise).
 
* Normalmappers have a couple of quirks (aliasing, noise).
  
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== See also ==
 
== See also ==
 
* [[Texture]]
 
* [[Texture]]
 
[[Category:Glossary]]
 
{{finished}}
 

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