Typically if an asset looks flat despite having a good normal map it means you baked too much lighting information into your diffuse texture, or your engine lightmapping is washing out the depth. Generally speaking you want your diffuse to have basically no lighting or shadow in it except for very subtle AO. Can you post…
Just replace the diffuse with a flat neutral color texture. Anyway your normals are definitely more pronounced in UE3 but I think that's because your lighting setup simply has darker shadows so if you reduce the indirect lighting in your CE3 scene you may be able to get similar results.
I honestly say I have no idea why this stone looks so flat. Normal Map is ver strong, I also used offset bump maping at some point but honestly it didn't look good. I think I will have to work more on diffuse to make it more "bumpy".
Quick question; you mentioned that you have 5 512x512 textures, 4 diffuse and 1 normal. Where does your spec and alpha fit into that? I'm curious, cause I'm trying to find room for spec myself. Is it considered another texture if the spec can fit into the alpha of your texture?
I just started yesterday. Just want to know what you think about it. And things I know: a) I haven't touched foliage yet. b) roof need more moss. c) plaster need moss. d) wood need moss. (to be consistent, stone have moss, why other part's wouldn't have it) Or maybe add it with some CE3 Magic instead of drawing this into…