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Slaught's Avatar
Old (#1)
I modeled a head got it into Zbrush and generated a normal map for ingame use with UT3.

As you can see comparing it with a UT3 normal map it lacks a lot of volume.



The details look okay but the larger forms appear to be very flat.
Iīve tried playing with the sliders but it barely made a difference.

Is there any way I can make the large basic forms pop out some more?
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Offline , polycounter, 767 Posts, Join Date May 2005, Location Germany  
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SyaPed's Avatar
Old (#2)
This maybe? Poop's Tutorial

It might look like it has less volume though because the difference between your hi and lo meshes is less than the UT3 one.
Offline , triangle, 271 Posts, Join Date Oct 2004, Location New Zealand  
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Ryan Clark's Avatar
Old (#3)
You can open your normal map in CrazyBump for post-processing. You can adjust strength, introduce lower-frequency detail, etc. Should give you better quality than just overlaying in photoshop.

www.crazybump.com
Offline , triangle, 431 Posts, Join Date Nov 2004, Location Austin, TX  
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Scott_W's Avatar
Old (#4)
The technical artists over at Project Offset have a Photoshop action that will let you adjust the normal map intensity (by duplicating the normal map itself or by using an overlay) without killing detail. The action script is at the end of the article: http://www.projectoffset.com/blog.php?id=74
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Offline , line, 71 Posts, Join Date Apr 2007, Location Atlanta, GA  
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pior's Avatar
Old (#5)
Well if your lowpoly mesh is more dense that UT3s its just normal that your normalmap seems more flat. Less information needed basically.
Offline , veteran polycounter, 4,941 Posts, Join Date Oct 2004, Location Irvine CA  
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Neox's Avatar
Old (#6)
hm zbrush normalmaps always appeared less deep then normalmaps from max or cryteks polybump, haven't tested it in years, though but last time i used z for normalmap generation all normalmaps where really flat (back in zbrush 2 times...)
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Husch's Avatar
Old (#7)
Did you use Zmapper to generate the normalmap?
Offline , spline, 106 Posts, Join Date Oct 2004,  
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Slaught's Avatar
Old (#8)
Thanks for the help guys.

I used Zmapper with the second subd level...didnīt know it affects the normalmap.
I generated it with my basemesh and everything looks fine now. [img]/images/graemlins/grin.gif[/img]
"I dont believe in Triangles"
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Ruz's Avatar
Old (#9)
yeah just to reiterate that the normal map represents the 'difference' between the high and low mesh.
if you render the normal map from level five and your highest level is 6 , you will just get surface/micro detail in your normal map.
The greater the difference between the low and high, the more volume your normal map will appear to contain.
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