Hair and brow projection issues have proven more problematic than expected Nearly worked out now, except for the character left (your right) brow.
Trying to just use symmetric reflection of the other (character right) brow.
Brow is low poly, but using 4x normal and displacementt maps which look fine on original brow, but as you can see, look all wrong on reflected one.
In pic, I’m using object mode for the maps. I thought that might be the problem, so tried tangent, but not getting correct shading at all on either with that.
Is there some trick to allowing normal / displacement maps to behave correctly when the object has x inverted, or is mirrored via sym object? I could always just create separate flipped map, but point here is to minimize the setup, number of maps used, etc.
Creating both brows and combining into single map may be problematic due to the way they are created (and would cut map resolution in half… so hoping there is a way to resolve map reflection issue.