← Home ← Back to /3/

Thread 1011475

7 posts 8 images /3/
Anonymous No.1011475 [Report] >>1011482 >>1011503 >>1011541
Help with unreal 5.x normal map into blender
so I got this normal map from a unreal engine 5.x game, and i have no idea how to make it properly work with blender shader nodes

its a screenshot cause its originally a TGA and the filesize too large, its also in its orignal sRBG format. The file is also titles as "NWO", which is something i could not find any info on

I have tried the image non-colour and inverting the green, then though the normal map nodes, all of the options, creates awful flat shading on the mesh

If this requires a mesh in order to work let me know
Anonymous No.1011482 [Report] >>1011483
>>1011475 (OP)
Inspecting the channels will reveal it is a standard normal map with XY data in RG channels and non standard data in Z/B, Possibly Occlusion. You can unpack a normal map from just XY data and compute your Z from them at runtime, downsize is how it's more expensive to do and yield a bit lower quality normals. It's not uncommon for games to pack maps this way esp if they are on platforms that have size restrictions for limited drive space or memory.
Anonymous No.1011483 [Report] >>1011500 >>1011501 >>1011503
>>1011482
For reference that is what it looks like with a reconstructed blue channel via xnormals in photshop.
Anonymous No.1011500 [Report] >>1011501
>>1011483
hey anon im not op but thanks for the sweet UV map, i appreciate it
Anonymous No.1011501 [Report]
>>1011500
>>1011483

Endlessly appreciated, maybe finally i can figure out this odd normal map system this game has

thanks for the chuckle too
Anonymous No.1011503 [Report]
>>1011475 (OP)
>>1011483
both maps have similar XY vectors, simply reconstruct Z vector from XY
Anonymous No.1011541 [Report]
>>1011475 (OP)
heres one for you