>>282788294
im telling you to bake your curvature map from a higher poly mesh, export the curvature map, tweak it in gimp/photoshop, and improt it as a fill layer for your base color. its a high quality way to get those "baked in shadowy st ylistic" effects with little to no work and looks fabulous, also learn layer masking if you're just slapping smart materials on everything you're doing it wrong