Rodrix3 Posted April 6, 2018 Share Posted April 6, 2018 I am creating low poly models from high poly models and baking a normal map that contains the details of the high poly model. This high poly normal map uses planar UV coords on channel 2. Then the model has its own tilable texture which has it's own tileable normal map, using tileable UV coords on channel 1. How can I apply this on a gltf model? Or via code on Babylon? I need to use one normal map on uv channel 1, and another normal map on uv channel 2. Is this possible? And is it possible to have this already preset in the gltf file automatically using 3ds Max Exporter plugin? (assuming the normal map is already baked) Thanks! Quote Link to comment Share on other sites More sharing options...
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