Are the any Genesis 2 models that include a normal map?

Hello!

I would like to ask if anybody knows a model (based on Genesis 2) that comes with normal maps for fine details of the skin.

So far I did not find any.
I just saw that there is a Displacement map for Victoria 6, but I think Normal maps are better then Displacement maps (please correct me if I am wrong).

Thank you.

Comments

  • Richard HaseltineRichard Haseltine Posts: 101,027
    edited December 1969

    A bump or normal map is probably better for fine detail, though there's nothing special about normals - bump and normal carry the same information, pretty much.

  • frank0314frank0314 Posts: 14,066
    edited December 1969

    you can use a normal make in the place of a displacement.. If you are using a bump and displacement map then there is no need for a normal map.

  • Richard HaseltineRichard Haseltine Posts: 101,027
    edited December 1969

    Moved to Nuts n Bolts as it's a question and not, despite two mods replying, an offer of a freebie.

  • vwranglervwrangler Posts: 4,889
    edited December 1969

    Hello!

    I would like to ask if anybody knows a model (based on Genesis 2) that comes with normal maps for fine details of the skin.

    So far I did not find any.
    I just saw that there is a Displacement map for Victoria 6, but I think Normal maps are better then Displacement maps (please correct me if I am wrong).

    Thank you.


    Gia6, Gianni6, Lee6, Lilith6, Mei Lin 6, Michael6, Olympia 6 and Victoria6 all come with normal maps included as part of the base textures.

  • edited December 1969

    Can TextureAtlas theroretically export these normal maps?

    Here (http://docs.daz3d.com/doku.php/artzone/pub/software/dazstudio/reference/st_normalmapping) I have read:

    "Currently, DAZ Studio cannot generate normal maps but it can use them if applied to a surface."

  • Richard HaseltineRichard Haseltine Posts: 101,027
    edited December 1969

    I can't recall - however you could simply apply the Normal map to a surface as a diffuse map and then convert from that, before applying the converted map as a normal map.

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