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oh shi.. Normal Map question

wirrexx
quad damage
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wirrexx quad damage
So i've been working on a scene in UE4, and currently working with a tree texture, throwing it in UE4, i notices that the normal map was to noisy and to strong. My question is, how do you guys tackle normal maps so they are even througout the scene?


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  • Obscura
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    Obscura grand marshal polycounter
    What do you mean by "strong" and "noisy". Like low quality? or compression artifact were showing? Or just visually too much things going on when viewed from further? 


    "intensity" or "strength" doesn't make much sense in a context of a normal map, if it was made by baking from another mesh. 

    As always, an example image would help understanding the issue.
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