hello! I am in the midst of creating my first full character for a UT3 mod / movie. It's a halo Elite. I have done him up in zbrush and created the normal in xnormal but in the game his muscles don't look like they do in zbrush. Are the muscles to "weak" ?
Looks like that detail overlay you've put on in Photoshop is nuking a lot of the underlying normalmap detail.
How are you applying that? If you're generating from the NVidia filter, make sure that you set the layer's blend mode to Overlay, and to Image -> Adjustments -> Levels, change the channel to "Blue" in the drop-down at the top and drop the Output Levels max to 128 (the one at the bottom, defaults to 255).
That should preserve more of the baked normals.
Also you could just sculpt that area a bit more to define it better - sharper changes in direction between muscles, rather than the "soft dents" you have going on at the moment.
Be aware that if you do what izu suggested, you will have to re-normalise the whole map (again use the NVidia filter, with mode set to Normalize Only), and in general I personally don't recommend editing normals like that, because it's more of a fudged hack to get a better image, rather than fixing the underlying problem (which in this case is your sculpt not being defined enough, and your overlay not being applied correctly).
Looks like that detail overlay you've put on in Photoshop is nuking a lot of the underlying normalmap detail.
How are you applying that? If you're generating from the NVidia filter, make sure that you set the layer's blend mode to Overlay, and to Image -> Adjustments -> Levels, change the channel to "Blue" in the drop-down at the top and drop the Output Levels max to 128 (the one at the bottom, defaults to 255).
That should preserve more of the baked normals.
Did you mean Curves?
Anyway an easier method is to just double-click the overlay layer and untick the "b" box.
Anywho, you should also go onto your muscle layer normals and remove wasted space with levels on each individual R, G, & B channel.
Thanks all, I will try your suggestions and get back to you here.
jogshy, from what I can tell UE3 handles normals exceptionally well. It may have a problem with "smooth" normals like muscles though. Thank you for your badass program, it's great!
Replies
How are you applying that? If you're generating from the NVidia filter, make sure that you set the layer's blend mode to Overlay, and to Image -> Adjustments -> Levels, change the channel to "Blue" in the drop-down at the top and drop the Output Levels max to 128 (the one at the bottom, defaults to 255).
That should preserve more of the baked normals.
Also you could just sculpt that area a bit more to define it better - sharper changes in direction between muscles, rather than the "soft dents" you have going on at the moment.
Be aware that if you do what izu suggested, you will have to re-normalise the whole map (again use the NVidia filter, with mode set to Normalize Only), and in general I personally don't recommend editing normals like that, because it's more of a fudged hack to get a better image, rather than fixing the underlying problem (which in this case is your sculpt not being defined enough, and your overlay not being applied correctly).
That's probably due to excessive illumination or ambient.
Did you mean Curves?
Anyway an easier method is to just double-click the overlay layer and untick the "b" box.
Anywho, you should also go onto your muscle layer normals and remove wasted space with levels on each individual R, G, & B channel.
jogshy, from what I can tell UE3 handles normals exceptionally well. It may have a problem with "smooth" normals like muscles though. Thank you for your badass program, it's great!