dignity wrote:Hi gabespound.
After your other thread, I think that I should give a brief explanation here aswell.
Basically, textures are in RGB or RGBA space. That means that they have multiple channels. R=Red, G=Green, B=Blue. So a texture is just a mix of these three colors (RGB). By the way RGBA is the same as RGB but it also has an Alpha Channel (for transparency). So we can have four different channels in textures.
Now let's talk about normalmaps. A normalmap is a texture that does not hold color information (like an albedo map). Normalmaps store normal vectors. A vector has three numbers (x, y, z). So we can store these informations inside a texture. The red channel is used for the x value of the vector. Green is for the y value. And blue is for the z value.
If you add a normalmap to a material, it will not affect the color of the objects, but it will add some fine detail to it. By the way: in CryEngine, a normalmap often stores a roughness map (same as glossmap, just another name for it) inside the alpha channel. Since a roughness map has no color (only white, black or grey values), it does not need a red, green or blue channel. It can be stored inside the alpha channel. A roughness map is basically a greyscale map, which also does not add color but it will define, which areas are more shiny and which areas are less shiny.
So back to your question here: no, normal red and normal green are not different normalmaps. It is the same normalmap.
Before going any further, I should explain the concept of a detail map.
A detail map is a texture, that is basically a product of a merge between different textures.
The normal green and normal red that you need is the red channel and the green channel of your normalmap.
Hope that this was helpful.
Thank you, this was INCREDIBLY helpful. I know have my finished detail texture with the albedo in red, the Normal Red in Green, Gloss in Blue, and Normal Green in Alpha. Here it is as a tif file (I got the DDS using Crytiff also) http://imgur.com/a/Hn2Bk
. Now, How do i turn this into a usable material in Cryengine