It's the correct behavior, there's nothing wrong here, and no, a normal map shouldn't look "correct" when displayed as albedo . It's just not the system it is meant to work with. A normal map encodes a direction aka normalized 3d (XYZ) vector for each pixel with its RGB value. For instance 0 = -1 ; 128 = 0 and 255 = 1 So…
Is your normal map being gamma corrected (it shouldn't be)? If it is being gamma corrected then it will be unnormalized and you'll hit these issues. What happens when you fill the entirety of the normal map with 127/127/255? is that what is happening in the first image? If so, that sounds like an issue with gamma…
The lighting is painted by hand to get color variation, but you could use baked AO as a base. The math is just PixelColor*(VertexColor*2) so 0 is black, 127 is unlit, and 255 is blown out brightness. The idea is to use it for handheld spec stuff and allow vertex colors to be used as vivid lighting.
And if you don't know how: -go to your channels palette, -select the red channel -press ctrl-i (Image>adjustments>invert) Or if you prefer it in an adjustment layer (so you can toggle it): -add a levels adjusment layer -select red from the dropdown -at the bottom (output levels), change 255 to 0 and 0 to 255. If you're…
I believe the reason the gloss maps are different per engine is the render engineer uses different values for what a grey pixel is. He needs to set a baseline on the game so the shader knows how bright medium grey pixels are, then you can tune the shader in game if you're lucky and modulate the gloss map from it's min and…
hey Adam in Zbrush when baking your normal if you first go to Color and change the RGB to 128/128/255 then create a new Texture the size you want it will give you that nice even Normal Blue background so you wont have that ugly white behind your texture.
That's... not a normal map. It's just 128, 128, 255 blue with the displacement subtracted from the red/green channels? If you want to make a normal map from a heightmap, go use something like nVidia's normal map filter, but it won't be as good a normal map as say high poly modelling the dartboard and baking it.
Pior gives help! That may help. You can't make a full normalmap just by painting a greyscale and running it through the filter. You have to change it to Overlay mode on top of your base normalmap, set the blue channel's levels to 127 instead of 255, collapse that and run the filter again set to Normalise.
Yeah just overlay another normal map on top of another one. nDo will do it or do it by hand. Adjust the levels of the one you're laying on top to output only 1/2 of the blue channel (so instead of 0 to 255 take it down to 0 to 127/128) and set the blend mode to overlay.
the model is nice and but the red, blue and green 255 (full r,g or b color) colors look uninspired- I´d change them sligthly just so that they dont match the full channel of each. Can´t explain why kinda the same way like picking any font but not times or arial.