Quote Originally Posted by DEEhunter View Post
Using the bi-normals and tangent in your bitmap only makes specific parts brighter then the others, which is what I mean by pre-defined light. From the looks of your image, you simply desaturated the normal map and multiplied it over the diffuse. The rubber looks noisy and pixelated and the hard edges are extremely blackened.
Its a quick thing i did in photoshop, it looks like that because i didnt decrease the level down

Here you go PopeAK49

Normal diffuse without anything on it (not even the detail map slot is filled)


Now here is dee's fake bump tutorial thing (no normal map added to it, does not use my shaders nor the fake bump in the detail slot)


Here is the one i just posted on my last post.

which is better :3 but it still doesnt really look different in halo ce by that much.