This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.
CG Cookie Blender has recently shared an intro to modeling and baking for games. The guide focuses on bit depth and how compression affects normal maps.
While working on my course about baking normal maps in Blender, I came across one type of artifact that stumped me up until last week. This artifact looks like what should be a flat surface is shattered into little glitchy shards.
The first clue to the problem is that I can hardly see the artifacts in Blender, but they are extremely obvious in Unity. That means that the issue has to be with how the maps are being exported or imported. I’ll save you the detective work though, and cut straight to the chase:
Bit depth and compression play a huge role in how your normal maps look in any game or render engine.
You can find the full course here.