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Normal/Diffuse map Inconsistency

KangarooSwag
vertex
First of all, a thankyou to everyone that helped me generate a semi-decent map in the first place.

Anyway, I am now forging forward into texturing. However, both the normal and diffuse maps are very "shallow" so to speak, and it is difficult identifying where certain islands end, as shown in the below images:

http://www.mediafire.com/view/up44n17cptxfy5p/normal.JPG 

http://www.mediafire.com/view/mlzg37loo8pk3rn/diffuse.JPG

My question is, how exactly would I go about making the maps more defined?


Replies

  • CheeseOnToast
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    CheeseOnToast greentooth
    Have you baked an ambient occlusion map? Also, make a UV snapshot in your modelling software and put that in you top layer, with an appropriate blend mode (most likely either screen or multiply mode). Both of those will make the texture a lot more readable for painting purposes. Also, what you're calling a "diffuse" map looks like a curvature map. By applying a levels pass to it, you'll be able to isolate concave or convex parts for adding wear and tear, dirt etc if you then use it as a mask.
  • KangarooSwag
    Thankyou for the help! It clarified the situation for me. 

    If anyone else comes across this in search of answers, this tutorial below is brilliant for explaining as well:
    https://www.youtube.com/watch?v=m8oC1HsjOgk


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