Author Topic: normal map  (Read 5736 times)

2017-09-13, 22:22:39
Reply #15

Eddoron

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Yep, seems you're right. DX Maps work better.
Some maps look very similar to the correct result and with a more complex lighting situation and/or added displacement it's really hard to notice,
but with one or two directed lights that give hard shadows, it becomes obvious.

2017-09-14, 13:00:56
Reply #16

kmwhitt

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Eddoron - thanks for confirming.  I think the need to invert Y comes from 3DS Max where it is necessary.

2017-09-14, 14:01:00
Reply #17

4b4

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I've always found normal maps a bit confusing as to what type is being generated and whether I need to start flipping values, etc. How do you guys generate your normal maps? I've used Photoshop in the past but I'm not sure what format that creates?

Any other recommendations?

2017-09-14, 14:23:29
Reply #18

kmwhitt

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I use Substance Designer/Painter for all my maps.  Bitmap2materials is also very good for generating from images (also by Allegorithmic).

2017-09-14, 15:18:30
Reply #19

Gruender

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Depends on my needs and what I have as a basis, sometimes I generate my normals from geo in C4D, sometimes I do it in Photoshop, but in most cases I use bump/height maps.

2017-09-15, 00:37:42
Reply #20

Eddoron

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Mostly from high poly meshes either inside zbrush or xnormal, knald. Painted stuff from SPainter.
For maps derived from other sources like photos, there are quite a few tools that can do that.  Tried a few over the years but like awesomebump but it's mostly knald nowadays.