I’m trying to make a stone for gltf2 export. I made a seam on the object because otherwise unwrapping creates overlapping regions.
First I use Voronoi texture as input for Bump height, then I bake normal to a Texture node, swap that node into Bump instead of Voronoi and export as gltf.
I don’t see any problems when rendering in Blender but in gltf viewer meshes on both sides of the seam are illuminated differently.
… if that isn’t working, another thing try would be to enable the Geometry → Tangents option during export. This can help ensure that the normal map is interpreted correctly in the viewer.
Thank you for your replies, what I’ve realized is that I was asking the wrong question.
I’m trying to make a stone for webGL and I want certain tradeoff between the .gltf file size and visual quality.
So what should I do:
Create a good looking stone in Blender, like simple mesh → high level subdivision → distort (voronoi texture).
Make the same stone, simple mesh → low level subdivision → distort (voronoi texture)
Bake normals from 1 and apply as texture on top of 2
or
Make a stone, simple mesh → low level subdivision → simple distort
Generate high res voronoi texture and apply to 1
I looked into some tutorials but they didn’t make sense to me because people either somehow already have hi poly shape or their goal is not export for gltf.
I believe the first is the more common workflow, known as baking normals from a hi-res to a low-res mesh. This provides a lot of artistic control but does assume you have, or can create, a hi-res mesh. Either one could work though, as long as the final material is connected to a Principled BSDF material as the glTF exporter expects.