It's almost like as an example I amped up the end result so it would be noticeable. Plus this isn't a "critique poop's texture" thread, it's asking about normal maps and how to deepen them (or just not destroy existing volume). Using a 2 layer normal combination method is what my tutorial shows, and it's up to the user to…
Hey guys, I was just watching a tutorial for the udk material editor, and the guy mentions that when overlaying normal maps, you should hide the blue channel in photoshop, or delete it(I forget which he said). Did I hear this wrong? How do you go about doing that? Can anyone elaborate on this method? I've been having the…
I'm usually using Linear Light with a fill on 50%, then add a color overlay to it with Linear Burn with a color of 255, 255, 127. Also don't forget to check the "Blend Interior Effects as Group" checkbox in the general layer styles window. This doesn't work EXACTLY accurate, but it does a good job at keeping the blue…
kaburan, I did a lot of tests in our last engine and found normalizing the map in Photoshop made no difference in game. Surprised by this because everyone on polycount harps on this issue. I consulted our rendering engineer and he said he was normalizing the maps in the shader. Saves time and I don't think it cost anything…
there is many ways to mix normal maps and they can have different results. Its not always going to be optimal to remove the blue channel however, although it works fine if you are doing it to texture sampled normal maps, as apposed to those created via surface sampling. But for in photoshop layering one normal map over…
Just want to drop a note here and say, that for any baked content, this is a BAD IDEA. Messing with the contrast of a normal map like this will just cause smoothing errors and possibly other bad artifacts. Hard surface type work especially, where accurate normals are essential. For organics and characters, you might be…