There's a pretty easy and completely correct (from mathematical point of view) method to combine two normal maps in PS. Say, layer A is basic NM, layer B is detail NM. So to put detail from B over A you have to do the following steps: 1. Clone layer B - B2 2. Go to blue channel of B2 and fill it with neutral gray. 3. Set…
To my understanding synced normal maps mean that the tangent bias that the normal map baker uses matches the one that the game engine uses. Different programs have different ways of how the lowpoly's normals effect the normal map. Very math'y.
Typically I just got into my blending options of my overlay and disable the blue channel. Usually turns out fine. I know there's another method of using a 255,255,128 color overlay set to linear burn, with the layer set to linear light at 50% fill (this is nDo2's overlay process), but that takes a bit longer for me to do…
For those that do care about correctness and not losing detail there is correct way to do this, you can find all the details at http://blog.selfshadow.com/publications/blending-in-detail/. Apologies, it's a bit math/code heavy but it gives you an idea of where all the other methods go wrong and has lots of examples and…
It all seems a bit mental to me that such care us taken with getting perfectly synced bakes and then the maths is just thrown out when it comes to blending normal maps together.
Like Fingus, most of my overlayed normal maps are tiny noise details that don't really define any large shapes. I just set it to overlay with the Blue channel off, then merge them and normalize with the xNormal plugin.
I just use the overlay normal action from ndo 1. One click, quick and easy. Then i make a mask for the top layer with only the details that i want to avoid that the whole normal map is affected. Because even if its not visible with the naked eye it slightly changes everything otherwise.
everyone works differently but in my work, most of the time, the things i end up adding to normal maps post-bake are tertiary surface noise or very small details like text or scrapes. it's not as important if those things aren't mathematically perfect. they just get the overlay filter in photoshop with the blue channel…
Yeah, it's a really simple Python script that's been built into a standalone executable. Does the same thing the Unity version does but faster (as I can do the entire pixel array in one go using numpy). There's no visual component to it - I wrote it in a rush for a specific task - but it combines them fast enough that you…