Hey there @davecarldood! Welcome to the community! Is this a screenshot from in editor or a test render? As in editor preview shaders and lighting are applied to make the editor a lighter experience (since the editor itself adds weight on top of anything in the viewport).
Break Normal Map into RGB and multiply R and G with a float parameter(strength) and Append new R, new G, default B; you will get RGB texture(New Strength Normal Map).
Use it.
Note: If your Normal Map texture is OpenGL based, multiply G with -1 also.
Thanks!
Specular highlights in your 3d application are bringing out the details in the normal map, but with the current material setup you’re not getting anywhere near the same specular reflection. Try setting your roughness to .3 to .4 and unplug the specular texture and it should look similar.
Ok cool, it definitely helped with the hair. And the dude is now more shiny. Still, the fine detail in the normalmap is still not there. I have to say that i’m a hardcore beginner so did i do it right? —> https://i.imgur.com/jM6nEbd.png
Hey SupportiveEntity. Thank you for pointing me in that direction. I now made a testrender in 2160p, did some material settings and activated raytracing. It still looks the same though: https://i.imgur.com/aFeeB6g.jpg
I marked your post as the one solving my problem because it was pointing me in the right direction. This tutorial finally made the detail in the normal map appear: https://youtu.be/ajzgT5qd9Vo Thanks everybody for helping out