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RT-Visualization
11-24-2009, 01:08 PM
Hi all,

I'm trying to add more details to my meshes using normal maps and bump offset maps, but I'm having some big problems...I usually use the diffuse texture in photoshop to get the normal map, by using the Nvidia normal map plugin...when I import the texture it is imported and converted by UDK, but it is a DTX1 and when I plug in the texture into the material editor is not working at all...

Anyone can give me some advice on how to get normal maps that actually works into the engine?

Thanks

FrozenDozer
11-24-2009, 01:15 PM
You have to choose "Normalmap" as compressionmethod when importing, otherwise it won't work.

RT-Visualization
11-24-2009, 01:23 PM
Thanks FrozenDozer, didn't notice that! much appreciate

nioxin
11-25-2009, 04:34 AM
Also, for your BumpOffset utility node and material setup to work efficiently - You can use your old bump maps (grayscale) and apply them in the editor like this:

It's what we call essentially Pseudo-Parallax Mapping

http://alphaomega.zftp.com/images/BumpOffsetMaterial.jpg

Visceral89
11-25-2009, 06:02 AM
Also, using the nvidia normal map plugin is easy but the result is usually horrible, compared to if you make your custom one.

try this one, make a new layer when editing your texture in photoshop. now try to pain over any crevaces in the picture using a darker value than 50% gray. You dont have to be that detailed. now do the same with the highlights, paint them in a value above 50% gray to raise them up.

after this you should run it in the normal map plugin and TADA your normal maps are now clean and not distorted by the diffuse.

Nawrot
11-25-2009, 06:55 AM
Yup as viseral wrote, paint them in greyscale then use Nvidya plugin. You can also mix 2 or more normalmaps in material editor. Paint general shape of your surface bumps, make normal map out of it then overlay that with some standard cracks or whatever fits map.