

Normal maps don't make sense when texture painting directly because of tiling or something? Especially when using heightmaps to displace geometry. They are different things and both have their place. Height/depth maps are "better" and I should be using those instead of normals. Normal maps are supported, select your normal map in the "Depth" field when making your smart material and it will convert it for you. I've reached out and discussed this with a number of people, including 3DCoat staff who consistently repeat to me the following: This is odd considering normal maps are standard practice with PBR materials, especially when preparing assets for real-time rendering / game engines. Over the last few days I've been playing around with texture painting in 3DCoat and have hit a bit of a wall when dealing with PBR normal maps. Hi, really hoping to get a conversation going here.
