![]() If you use a single normal map do ALWAYS plug it into the primary channel. This is the same character in a different lighting context. Detail textures can have a subtle but striking effect on the way light hits a surface. The Albedo skin pore detail texture The normal map for the skin pore detail The end result, the character now has subtle skin pore detail across her skin, at a much higher resolution than the base Albedo or Normal map layer would have allowed. We will add skin pores as a detail texture. ![]() adding small scratches and scuffs to a large metal container This character has a skin texture map, but no detail texture yet. Adding tiny cracks and lichen growth to a brick wall Adding skin detail, such as pores and hairs, to a character’s skin Typical uses for detail textures would be: ![]() More info See in Glossary when viewed from further away, without having to use a single extremely high texture map to achieve both goals. The reason for this is to allow the material to have sharp detail when viewed up close, while also having a normal level of detail The Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. ![]() Typically, these would be mapped on a much smaller scale repeated many times across the object’s surface, compared with the main Albedo and Detail maps. You can apply a second Albedo colour map, and a second Normal map A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. Secondary Maps (or Detail maps) allow you to overlay a second set of textures on top of the main textures listed above. ![]()
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