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Expected normalmap's quality for scanbased, tileable 2k texture

giebe
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giebe null
Hey guys, I am trying to develop my own photoreal PBR texture creation pipeline. I went throught out entire proccess now and I am stucked at the end with normalmap quality.
My textures are based on 3D scans so at the end I get very detailed mesh if I want to to be baked in XNormal to receive all maps I need. The problem is I am not sure if as much detailed normalmap is a good thing for gaming texture. My concern mostly is about noise, because the more detailed normalmap is, the more noise it has and that noise finally flattens entire normalmap while being mipmapped, optimised etc. At zbrush, small details/noise without destroing main shape can be easily removed by 'Polish by Feature' from deformation palette but I am not sure should it be removed. So here is the question
 - What in your opinion is the right level of detail for normalmap for tileable 3D scanbase environment 2048x2048px texture? -

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  • giebe
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    giebe null
    I did few more tests and it looks like noisy version is not bad. It gives detailed feeling when put on the ground, but depending on light settings it might look too noisy. I think that noise should be added as separate, small detailed map for shader if needed, especially it looks very repetitive itself. Blurred version looks bad and when placed in world looks boring and not interesting. So the answer  is: noise density should be somewhere between values I was thinking about and normal map itself should be more flat. If not it draws shadow outlines around small rocks when light source is placed low and make texture look a bit cartoony. Here is a normal bake I think works quite fine. Still not sure is it done how it should be. What do you think?
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