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Unreal workflow

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I've watched a video on how the per-pixel lighting rendering is done with unreal.

The video says

1) Build a high res version of the mesh

2) Build a low res version of the same mesh

3) Calculate the difference and create a normal map based on that

4) The normal map is used to texture the low res version of the mesh

Are there any more detailed readings I can take about how this is done?

Thanks

Jack

Edited by lucky6969b

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