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native capsules processed with (original - softskin uvs - softskin mapped)
normal generation is more or less correct (some crease lines appears due to the mesh structure...)
@polymorphcool

@xuv ça c'est du vrai dev :) - 'm'a pris 5h de recherches ce truc, et c'est en comparant le nombre de bytes alloué aux normals à celui alloué aux vertex que j'ai capté :)

in godot, normals are using 3 int8 and not 3 float!! It is much more memory efficient, but super tricky to figure out without diggin in the core classes of the game engine! I love this engine more everyday <3
gitlab.com/snippets/1862518

[help request] i'm seeking japenese (libre) cool/modern for a logo, anyone has a link?

#NowItsPersonal 

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