That is the old way to do it. The better way is found here: Method: http://vincentcallebaut.com/CombineNormal.html Interactive Example of why just Overlaying is bad: http://blog.selfshadow.com/sandbox/normals.html
Edit: Never mind I missed the Photoshop example link. On the regarding combining Normal Maps can you just overlay the top normal map in Photoshop and uncheck the blue channel? That was the way I was taught and just wanted to make sure it was valid.
So you're saying that Xnormal is perfectly synced with Marmoset 2? Just to clarify. What would be a good example of a non-synced workflow, for demonstration purposes? Also, does anyone know all possible pairs of Engine-Baker there is that provides synced workflow? I guess that's something that needs to be in the guide...
So, what do I do to start editing the wiki? For example, while I was lurking inside it I've seen a bunch of spam pages that I don't mind to delete in my spare time. However, as an anonymous user I can't edit or delete wiki pages, and I don't have an existing account; can't create a new one, as it is restricted to the…
Finally got some time to read this doc. It's great! I'm really glad you put this together, and are sharing it with the community. It would be nice if you added attributions. For example some of the text is lifted right out of our wiki. This is not a bad thing, it would just be nice. And images too... the 2nd image, with…
Then that means it is time to investigate further in order to help making this particular pipeline better ! It should be up to the engineers to provide reliable tools - not up to the artists to find ways around problems. Here is another example related to Source. Many artists are running into the issue highlighted here,…
Well, the way I see it is as follows : Rather than : "a synced baker-engine pair won't save you from the worst possible gradients", it's more like : "a synced baker-engine pair allows you to not even have to worry about what your normalmap looks like". Now again I totally understand that not every scenario is the same, and…
Great write-up on normal mapping. I've compared the doc to my own notes on this subject and found some topics that could be added to it/additionally covered, to get an even wider scope. 1. There was a lot of discussion on beveling lowpoly edges for the purpose of normal mapping. Some summary on beveling would be great:…
This guide is super useful but yes, examples of perfectly sinced normal maps with wavy gradients which also look cool would be very helpful. So far I was able to avoid it using UV splits and hard edges only.
New update is up. I tried to put together a Troubleshooting section with some examples of common problems and quick steps on how to prevent almost all of the issues before they happen. If you have any suggestions on what to add in Troubleshooting, I'm all ears.