i always just used photoshop with the NVidia plugins pack , adds normal map filter to photoshop, free plugin at nvidia site. As well as all the 3d software i have ever used has normal map creation methods.
Don’t you already need a bumpmap then ? But this would mainly be used for adding extra detail for your baked normal maps and such. And yeah, the photoshop plugin would work too. But for those who use gimp and other softwares it’s great
No, the unity version will convert anything you like or specify in advanced options, with a slider for how much to blur it. But yeah more tools never hurts.
Ok, thats ok. But I suggest that you bake normals from a high poly object first. Then bake from texture and combine. Just baking from textures is not getting all the detail and can sometimes create wrong result. Just saying
The Unity normal map thing just creates a normal map from greyscale; applications like crazybump and photoshop actions like nDo run algorithms on the diffuse texture to make educated guesses on what should be cavities and what should be relief that are a lot more complex than just desaturating the image.
Unity normal map generator isnt good(its not bad but sometimes it just messes things up)i use gimp normal plug in but its good to have a nice online normalmap generator.
Unity has one big disadvanteage in my book: you cannot save the processed Normalmap.
That’s something that always bugged me. I sometimes like to blend and mixmatch normalmaps together. Sure that would also work by blending the greyscale hieghtmaps but I just like seeing the actual finished normalmap in Photoshop.
Also I think the Unity solution lacks finetuning options.
The online tool for me lacks options, though. I’d rather also stay with the NVidia Normalmap Plugin. It’s finally available for 64Bit, as well so no problemn there any more…