Eh, I disagree. That method may give you big overblown normal maps... but they're totally inaccurate. The normal maps look nothing like what's in the diffuse texture.
Here's a new comparison render, as simple as I can make it. Single diffuse light. No specularity. No color. Nothing happening but a plain dot3 operation. For conveying the shape of a normal map, I think simple lighting is best. Eric's cubemap looks cool, but it's harder to tell the shape of the underlying normals. The…
Hmm... Eric's blended map looks the same as mine. I did normalize mine before rendering, while Eric's looks non-normalized. But I don't think that accounts for the differences between the renders. I rendered my examples using two simple dot3 lights, with diffuse and specular components. Eric's rendering looks like it has…
I used Ryan's source textures to make the Rod Green normalmap in Photoshop. The other three normalmaps are Ryan's results. I put them on a plane in 3ds Max 2010, using the StandardFX shader that ships with Max, with my own diffuse IBL cubemap, then swapped out each normalmap. I imagine Ryan's difference is in using…
@Talon: You're right that method isn't the best, or what I would use personally. I was just too lazy to write a full on tutorial. :poly136: What I would do if I only had Photoshop and the Nvidia filter is: EDIT2: IMPORTANT! Do this whole process in a new document, the conversion back from 16 Bit per channel to 8 Bit per…