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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