all depends on the lighting. normal maps on their own are best fit for minimal/dynamic lighting situations. the more diffuse the lighting is in the environment, the more you would have to augment the depth in your normal maps with additional depth information in your diffuse maps. as far as the example you posted…
The big problem here, is that you have all of the same detail in the diffuse, normals, etc. You have to change the way you're thinking. You used to paint in all the directional lighting into your diffuse textures, thats fine but you need to let the normals do that work now. Really the main element needs to be the detail in…
here´s an example of normal map and handpainted diffuse I did for Freaky Creatures game http://hugobeyer.carbonmade.com/projects/2080563#3 check the next image in a way you can see the diffuse one with other handpainted textures, I also used crazybump after making these to create my nmaps. I hope it helps.
Yes, you can (and often should) use normal maps with hand-painted textures. However, simply using a default blinn or phong material will hide lots of the beauty you can achieve with hand painting. You need to come up with your own shader for rendering with hand-painted diffuse with normal maps. Lighting is just as, if not…
Well I guess my issue is the method of combining normal maps and the cartoony or hand painted effect of the diffuse. Before normal mapping came into play I was use to having to paint in the shadows and the different elevations of the texture to get it to bump out but with normal mapping you really cant paint it the same…
I recently finished working on a very cartoon-stylie game where our team used normal maps generated off hand-painted diffuse maps to get some pretty decent texture effects. Although it's not a magic bullet in all cases, you can get a nice 'hand-painted' look sometimes if that's what you're after. Also, I'm all in favour of…