BTW
this might be an interesting fact for those who are really into race modding, particularly dealing with neck seams..
games most often are based around using unsigned normal maps. so you all are aware of 0-255 for the normal map RGB channels and the neutral 0 normal... basically this means that 0, a straight normal vector, is represented as 127.5, but the normal map can only store integers. So 0 is stored as 128.
Now here is the sneaky part, DXT compression will NEVER store a value of 128 in the R and B channels. the channel bit depth do not allow for this, being 5:6:5 RGB. only the G channel is capable of storing the 0 normal. I don't think many people know that. So far no one has pointed that out anywhere on the net as far as I am aware.
basically what this means in terms of using DXT in the game, is that at UV seams, a seam will appear on the model as well. I guess, perhaps if the UV seams between the 2 shells in question are exactly matched, ie aligned and rotated to be the same. the tangent basis has a particular orientation when the normal map is created, so if it is created using bitmap(height map to normal map method, and the UV seams aren't orientated in the same direction, and then you use DXT compression on the normal, you are introducing a bent normal at any seams. Although it is very, slight, but I can show picures of bent normals caused by flat R:127 G:127 B:255 normal maps, on UV seams that have different orientation. Right next to and opposed to R:128 G:128 B:255 flat normal maps, I am not just making this up
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obvious solution is 8888ARGB. Since the modders who make these textures almost invaribly use massive 2048x2048 dxt compressed normal maps, I have no idea why on earth they do this, not even considering it will have a very slightly bent normal, and just considering the normals by far and large aren't baked from geometry and have very little detail and are predominately smooth, especially on non-beast races. < but this is where the neck seam is most apparent, the scale and fur will help to hide seams to a great extent if done correctly. So my proposed solution is to use half resolution 8888ARGB on your normal maps. I believe this to be a superior solution.
Now i don't claim this will eliminate neck seams, but it will in theory eliminate bent normals in the normal map. And in theory, will help.
I have to credit HugePinball as a big player in helping to discover this.