There is a technique to blend a layers that are higher in your heirchy (in photoshop) and set them to soft light, and change the blue to 128 isntead of 255. What you are essentailly doing is overlaying details without causing a saturation/color shift in the normal mapping color space. I just dont know howto do that shift…
ALT + L to bring up the levels panel - select the BLUE channel from the RGB dropdown menu - then replace the 255 value with 128. Then set the layer to OVERLAY mode.
that's because you can't overlay it without changing them. That's the whole idea, to change it. When you put a layer into overlay mode, it is essentially modulating each channel, by the channel above it. darker than middle grey, and it darkens it, lighter and it lightens it. If your photoshop overlay is only details, it…
I did a control test with this technique, and though it did improve the color shift a bit it did not maintain the hue/value integrity I was hoping for. I would post the results but I really think I'd get in trouble for that. Great technique though ben. This pipeline I'm developing is quickly becoming the most complex and…
For Doom 3 you can also save all layers separately (with the overlays still reduced to 0-127 in the blue channel) and use the addnormals() function in your material. That allows you to use different overlays for different skins.
To rick you listen. 127 is the true half. I have this overlay method and an nvidia filter normalize set up in actions; because they end up getting used a LOT when working over your normal map in PS. Depending on the texture, sometimes I spend more time in PS on the normal map than on the high poly geometry.
I tried both, there is a hue/saturation shift no matter what you do. There is no way I have found yet to add detail on a layer overtop and maintain tangent space normal map colors. -R