This is pretty much Texture map + Normal map + a ZBrush material called "jelly bean".
Everything awesome so far... but when you try to recreate it on Maya, THIS happens:
As you can see, gets massively screwed. Texture map displays ok, the Normal Map is the one that doesn't show correctly.
This already has got the following tweaks:
- Layered material, so the crystals look transparent and more "glossy" than the rest.
- 2D bump attributes tweaked to "use as : Tangent Space Normal", and played with Bump Depth.
- I also played with the Alpha Gain in the Color Balance tab, does pretty much the same than this thing above.
I followed that method, then again, that was not the problem, as you can see:
Render with the first lowPoly-smoothed Normal Map
Render with the second lowPoly-preserved Normal Map
I also got the maps tested in marmoset:
This render gave me cancer :c , and totally lacks transparency.
Assuming is an issue of shaders, materials and/or illumination, I guess what follows is to send all the files to Josiah for him to test it into Unity, and see if we can do something so this doesn't get lost in translation. You can find these files at 3D Art > Enemies > Ravanger in the DropBox folder. They are objRavager.mb, Master_nm2.psd (normal map), Master_Trans.psd (transparency map) and Master_tx2.psd (texture).
i guess the normal maps don't bake normally because the model smooths slightly. but if you can lower the smoothing you can achieve better results. last result is my personal favourite.
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