![]() Make sure the texture is 8 bits/channel because a 16 bits/channel image can't be imported. The game supports other formats as well, but there is no reason to use another one, it doesn't matter how much your texture is compressed or even if it's completely solid or complicated, the game will convert it to a DXT format, so the final size won't be affected by anything other than resolution. If you don't import a normal map, it will default to a flat normal map - no bump. High specularity and normal map don't work well together because of the compression, so you might want to paint over shiny parts with a solid color before generating a normal map or paint over these parts 128,128,255 on the final normal map. The normal map generator should be set to +X +Y, which means no color channel inversions are required. ![]() This can be made from the diffuse or a height map (brighter colors will look extruded out more) using a normal map generator online, a photoshop plugin like xNormal, or standalone software such as CrazyBump. Image shows the same flat normal map on faces with different UV rotation/flip.Īlso sometimes called a bump map, adds fake depth or form by affecting how the lighting appears. Problem: default normal map value is 0.5, which isn't possible by using 127(left) or 128(right).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |