Converting Normal map details into your Albedo map [Substance Painter]
ฝัง
- เผยแพร่เมื่อ 13 ม.ค. 2020
- In this video, I quickly go over how to convert normal map details to an Albedo / Base Color map. Using an Albedo map and baked Curvature, Ambient Occlusion (AO) and World space normal (WSM) maps we can combine them to mimic a normal map effect. In some workflows normal maps are unusable and with this method, you can get details from your highpoly into your albedo / basecolor map.
Substance Painter
Marmoset Toolbag
Photoshop
Website: jordanyounie.com/
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Jordan Younie
Hey guys, thanks for watching. If you require more help or have any questions feel free to join my discord: discord.gg/TzxAHG42MT
Perfect stuff for game optimization! Thanks a lot!
exactly what i was looking for, thank you
I might have to try this and get my updated details into the AO map
Ok, fine.
Now, how to do it automatically from substance?
Dammn that helped
Thank you so much.
Thanks!
hey! when i export the AO and curvature i want to have the detail contained in other things like anchor points and so on, that detail is present in the normal map, but the export ignores that effect in the curvature and ao like its only taking the baked mesh from the start and not everything else i added
Could you show how to get lighting onto color map as well?
Wrong is so many ways. PBR doesn't allow any light baked on the albedo. That's legacy workflow and the map was called diffuse.
Still I believe it will be useful for 3d mobile games
@@omaromor3250 It is indeed, but it's not PBR. Naming and good workflow are important when aiming to land a job in the industry perhaps... Or maybe go to a game jam and not mess shit up, creating your own game... Etc
@@roteira Yeah thats a very important point too.