Kording wrote:There is no AO applied if you meant that. Otherwise I dont understand your question.
Normal maps have 3 channels, x,y,z or red green blue. It would appear that Ramon believes one of these channels is inverted therefore making light move in the opposite direction across your lowpoly.
The reasoning to my question before was simple, in your normal map you have a lot of detail, when you transfer this to your 2k texture map for your bike, unless the grip texture is very large on this uv space you're going to lose 80-90% of your detail. All those dimples will need a few pixels to take shape.
Kording wrote:There is no AO applied if you meant that. Otherwise I dont understand your question.
Normal maps have 3 channels, x,y,z or red green blue. It would appear that Ramon believes one of these channels is inverted therefore making light move in the opposite direction across your lowpoly.
The reasoning to my question before was simple, in your normal map you have a lot of detail, when you transfer this to your 2k texture map for your bike, unless the grip texture is very large on this uv space you're going to lose 80-90% of your detail. All those dimples will need a few pixels to take shape.
The channels are not flipped. You are right with the lose of detail. The Grip will be down scaled of course and I will probably use a 2k map for the whole bike (4k was too much for the Husaberg ). Just for demonstration I rendered the entire grip normals in 2k
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
Kording wrote:There is no AO applied if you meant that. Otherwise I dont understand your question.
Normal maps have 3 channels, x,y,z or red green blue. It would appear that Ramon believes one of these channels is inverted therefore making light move in the opposite direction across your lowpoly.
The reasoning to my question before was simple, in your normal map you have a lot of detail, when you transfer this to your 2k texture map for your bike, unless the grip texture is very large on this uv space you're going to lose 80-90% of your detail. All those dimples will need a few pixels to take shape.
The channels are not flipped. You are right with the lose of detail. The Grip will be down scaled of course and I will probably use a 2k map for the whole bike (4k was too much for the Husaberg ). Just for demonstration I rendered the entire grip normals in 2k
You sure? The two ends are relatively ugly for how clean the high poly was.