There is a technique to blend a layers that are higher in your heirchy (in photoshop) and set them to soft light, and change the blue to 128 isntead of 255. What you are essentailly doing is overlaying details without causing a saturation/color shift in the normal mapping color space.
I just dont know howto do that shift from 255 to 128. can someone help?
-R
Replies
1 to 256 = 128, but since PS uses 0 to 255 its 127 you want.
I have this overlay method and an nvidia filter normalize set up in actions; because they end up getting used a LOT when working over your normal map in PS. Depending on the texture, sometimes I spend more time in PS on the normal map than on the high poly geometry.
Also Sinister, I mentioned setting it into an action and even have said action available in the tutorial.
But your action was WRONG. :P
Great technique though ben. This pipeline I'm developing is quickly becoming the most complex and gratifying assignment i have ever had in my career. i love this job *woot*
-R
-R
Only remote way I can think of to be more accurate than this is to set up your low poly with a normal map that will render, as well as a bump map addtion, then rendering to texture again. But I'm just throwing out ideas and I've never tried that.
Oh yeah, I might not have made it 100% clear in the tutorial, so I'll go back and fix it, but once you are done with your nvfilter layer, you need to make a merged copy of it, and re run the nvfilter set to Normalize only, with height set to 1, and this will return the colors to safe tangent colors. I mentioned it, but I'm not sure how well.
EDIT:
WORKED! Normalize made the difference. Thx again Ben.
-R