Normal mapping and vertex-displacement mapping from the same texture.
This ones uses the Kineme texture tools to create the displacement texture. It’s a classic use of the technique.
Not sure I’ll ever use this one ‘in anger’ but it’s an interesting test. I’m glad the lighting works so well, too.
The base colour comes from the normal map, incidentally.
The final screenshot shows the mesh from the back. Not quite sure why it looks so different from that side…
Next I have to work out if I can use the same technique with radial displacement. Think that might be a bit more tricky.