I have a question about Normal mapping. In this last batch of textures that I made (that took me about 5 days of on-and-off work ) I had to learn how to normal map with gimp. This I used for the Twin-Tailed comet on the shields, the Gothic S on the shields (I don't think an example was published here, but one such example can be found here) and the padded prophetess skits and torsos.
However, I am interesting in learning how I could improve my workflow and the general quality of it. I thought I would publish an example of a complete single image transformation to a collection of usable Diffuse, Gloss-map, Specular, Normal DXT5 and DXT5nm.
Something I would be especially interested in is the settings you use in normal-mapping to get the optimal result for the two different comprimation types.
For diffuse and base I will use this png of Sigmar's Twin-tailed comet:
Gloss-Map
Specular
Normal DXT5nm
Normal DXT5
Sorry about Gimp being set to another language but English, I come to realize that installing it in any language but English makes it hard in many ways, reading tutorials is probably the biggest challange. The amount of guess work needed is mind-boggling.