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ME3 Normals and Diffuse maps

Dedicated area for texture and mesh-related tutorials. This includes modder's tutorials such as how to create your own TFC files. Do NOT post help requests in tutorials; use the relevant help board below.

ME3 Normals and Diffuse maps

Postby Tarshana » 14 Oct 2016, 07:03

Earlier this evening Mohofish and I were talking about mods and such and she brought up something about textures and how normals actually do matter. I had issues with them a few weeks ago so while I am waiting for a batch of stuff to be sent out, I popped open my Photoshop to muck around with my normals for the male faces and scalps. Previously in A LOT the male face seams were really visible and it was annoying. I noticed in vanilla there are seams. Why is this?

So I grabbed a vanilla diffuse texture and with the nvidia tool I set the depth really high (like 8.8), then I smoothed out the very harsh line where the edges are and did an overlay onto a vanilla normal. The seams do not match up at all.


I circled the top right corner to show how they do not match up. Now armed with this info I think I can make way better faces for ME3. I have no idea if this has been posted before (my search was limited) so either this will help others or I am just repeating what has already been said. In any case, I will now feel better about making better normals and understand where they should match up and why they do not.

And with that I am going to go mix another batch of ointments.
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