So, I know that DDO makes Curvature map from Tangent Normal map, but what about Object Space Normal? Is there a way to make curvature from such map in Photoshop manually?
When we were texturing this high-poly mesh, we used a curvature map that was created from an Object Space Normal:
This was an experimental process, but the current workflow looks like this:
1) Apply the Surface Blur filter on the Object Space Normal in Photoshop with a 16-48 pixel radius
2) Open xNormal and select the Object Space to Tangent Space conversion tool
3) Load the mesh and blurred Object Space map, and bake out a tangent space normal map
4) Voila! Local edges based on the object space. Load it in PS, open NDO and convert it to a cavity map.
5) Load the new cavity map into the Curvature slot and you will now get proper Curvature based on the Object Space Normal
This is written from the top of my head, and we will try to automate and better document this workflow as the method gets a final fine tuning. I hope this helps meanwhile!
Replies
When we were texturing this high-poly mesh, we used a curvature map that was created from an Object Space Normal:
This was an experimental process, but the current workflow looks like this:
1) Apply the Surface Blur filter on the Object Space Normal in Photoshop with a 16-48 pixel radius
2) Open xNormal and select the Object Space to Tangent Space conversion tool
3) Load the mesh and blurred Object Space map, and bake out a tangent space normal map
4) Voila! Local edges based on the object space. Load it in PS, open NDO and convert it to a cavity map.
5) Load the new cavity map into the Curvature slot and you will now get proper Curvature based on the Object Space Normal
This is written from the top of my head, and we will try to automate and better document this workflow as the method gets a final fine tuning. I hope this helps meanwhile!
- Teddy