Really enjoyed that normal map tutorial. Learned a bit about the normal maps and how to manipulate them better. I'll be updating most of my mods with new normal maps as a result.
One thing I'd like to add is that creating a new normal map in this way can remove some of the reflective properties contained in the original normal map. I'm not certain how to retain that feature through a completely new normal map. Ashley's armor for example as well as Liara's always has a certain shine to it. The only way I've found to retain it using the above outlined method is to do so with one modification.
Using the DirectX SDK texture tool, I can resize the original normal map to something that isn't pathetic. Then I can take the new one and apply it over the old one as an overlay, save as a BMP, then using the SDK tool, change the surface format back to what it should be. This allows me to retain a higher quality normal map, and certain proprties contained in the original that I haven't been able to replicate otherwise.

The section I highlighted is with original normal map data retained. Without it, it has a flat finish identical to what the base texture used to make the new normal map has.
But I look forward to experimenting with these techniques. I can bring back the height to the paint on the Defender armor while keeping the artifact problem away now.
Modifié par Dead_Meat357, 23 septembre 2012 - 09:19 .