Home › Forums › General Questions › normal map optimization
- This topic has 4 replies, 2 voices, and was last updated 5 years, 7 months ago by Pottsie.
-
AuthorPosts
-
2019-05-20 at 8:53 pm #14930PottsieParticipant
Hi all!
Hope everyone is well.
Maybe a question for the Soft8soft team, but anybody feel free to jump in. I’ve followed tutorial on Cgcookie.com on optimizing normal maps and resolving artifact errors that appear in Unity. Ultimately, the final map is optimized in Photoshop as 8 bit, which is converted from openEXR(32 bit float).
Would this method be wise to follow for Webgl in general? Or is there another preferred method for map optimization in Verge3D?
Thanks!
Check out my sketch book :) | www.instagram.com/b.potts.art/
2019-05-21 at 6:04 am #14931Mikhail LuzyaninStaffUltimately, the final map is optimized in Photoshop as 8 bit, which is converted from openEXR(32 bit float).
This method have no effect on optimization, It’s just let you get (in theory) more smooth normal map without artifacts, but in practise it gives nothing just took time. It’s can took place if you plan to paint displacement map using Substance Painter (or any other texture painting soft) but if you want to use it as clean normal map for your object, better to made a middle poly mesh without any map.
Would this method be wise to follow for Webgl in general? Or is there another preferred method for map optimization in Verge3D?
Use normal map in tilable maps set, use normal map if you will paint normal map in Substans Painter (or any other soft), use normal map for soft objects with more than 0.3 roughness value, but if you want to create a high glossy material for object better – to create a middle poly mesh without any normal map, or use with tilable normal map. It’s our usual pipiline for any webgl app.
Co-founder and lead graphics specialist at Soft8Soft.
2019-05-21 at 1:18 pm #14937PottsieParticipantThanks for your reply, Mikhail!
This method have no effect on optimization
I guess I’m misunderstanding the term “optimization” in this context then. So a smaller file size won’t help Verge3D at runtime?
Check out my sketch book :) | www.instagram.com/b.potts.art/
2019-05-21 at 1:21 pm #14938Mikhail LuzyaninStaffSo a smaller file size won’t help Verge3D at runtime?
Yes, it helps, but how resaving normal from OpenEXR to 8 bit png can smaller the size? You just can bake your normal directly into 8 bit png and you will get the same result without resaving.
Co-founder and lead graphics specialist at Soft8Soft.
2019-05-21 at 7:03 pm #14951PottsieParticipantOk, I think I understand now.
I was focusing more on high poly to low poly workflow – so obtaining a normal map from dense geometry and “decals”.
Yes, if I’m texturing in Substance (or Quixel), I can see how it makes sense to just save out in PNG format.
Thank you for your help!
Check out my sketch book :) | www.instagram.com/b.potts.art/
-
AuthorPosts
- You must be logged in to reply to this topic.