Hello.
This is for Environment modeling... I dont care much for character stuff, but if the technique transfers, great. I was wondering about workflow surrounding this subject. Ive seen diffuse textures line up with incredible accuracy and detail to corresponding normal maps and I am unsure of how exactly this workflow is handled in general..
My first thought is desaturate the normal map in PS, bring opacity down and just work hard with a brush on layer above it? But I wonder if this is common practice.
Maybe environment artists are using RTT a lot or something with the high poly and vector painting? hmm wait that wouldnt line up with the low poly UV's? hmm...
Thanks for any help!
Replies
Are you talking about overlays? Adding additional detail to tangent-space normal maps? If so, then what you said is pretty close. Slap the normal in a layer, lower opac, paint your bump, convert it, overlay after adjusting B chan output, normalize, done.
This is what I do, except I use R, G, and B (and sometimes CMY if its a very complex piece, although this means I lose some fidelity) since I can use each channel as a mask and get better looking edges than the magic wand. It's especially useful for very fine details.
Once I get into photoshop I run an action that automatically sets up my PSD for me, takes my normal, fills the background color with normal blue, puts it in a group, puts my AO in a group underneath it and sets that group to multiply, and makes a "selectors" group with the r/g/b channels of my baked diffuse map into layers so I can ctrl-click the thumbs to load them up.
CrazyBump has a feature that should help with that. Try these steps:
1. Open a normal map in CrazyBump. Make sure CB's axis setting is correct.
2. Save CrazyBump's automatic "Diffuse" map.
3. Paint over it in photoshop.
CrazyBump's diffuse will give you a much better starting point than just desaturating your normals.
@vassago - ya I was talking about high poly normal > diffuse - lining up the details in the maps... its hard to get my head around right now while looking at all this ut3 mech stuff. But I guess its just done as they say here by baking color masks with RTT... I think that is what I was reaching for.
@alex - hey man thanks I hadnt heard that before... it makes sense, the floating details will be really easy to throw a different color on, and also easy to magic wand then, as you point out. Thanks!
@vig - i dont understand this: "separates the fill color from the edge color" how is the edge color different? what edge?
@ghost - holy crap. ok sounds pro. I understand now. except how the mask is better... like if you select the color chanel its a more accute selection than the wand selecting that color? What if I use "Select color range" from the menu bar, eyedropper the color, and cut paste into a new layer. Is the color channels still more accurate?
Ryan, that sounds like a good idea, Im a gonna check out CB with that pretense for sure!
Thanks everyone, my question was vauge and i got specific answers!
My action (named 'normal, AO, Selection' so I remember what order to paste the layers into), assumes I made my diffuse out of pure R,G,B and C, M, Y. it goes to the channels palette, selects the red channel, subtracts the blue and green channels (if I was using CMY as well), and makes a new layer and fills it red. Then it goes back to my selection layer, loads the blue channel, does the same, etc.
Here is the action I use its bound to F12, it uses these settings.
So now all you do is render your UV template in 3ds, save it as TGA, open it in PhotoShop, hit F12 and Bob's your uncle!
As for separating out different colors and materials, that could get tricky and it should be easily scriptable and I'd be surprised if someone hasn't already done it. Check scriptspot...
Thanks, im good now I think lol.