Hello,
I want to create a spine model that includes a normal map where the normals are setup in such a way to handle rim lighting along the edges (i.e. the normals are angled enough to allow lighting to seep in around the edges). The problem is that if I modify this mesh through animation it will squash and stretch the normal map but I'd like to keep a somewhat uniform lit edge.
I'm curious if anyone has previous experience or there is an existing workflow for handling mesh deformation + normal maps.