Editing Normalmap
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* Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated. | * Tangentspace normalmap is based on vertex normals, if vertex normals is adjusted, normalmap is outdated. | ||
* There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit. | * There is DirectX and OpenGL normalmap format, should figure out what format tool is producing and fix normalmap if it doesnt fit. | ||
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* Normalmappers have a couple of quirks (aliasing, noise). | * Normalmappers have a couple of quirks (aliasing, noise). | ||
+ | * UV seams and vertex normals 'hard edges' is tricky. | ||
'''Recommended articles on normalmaps:''' | '''Recommended articles on normalmaps:''' | ||
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* [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler] | * [http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Normalmaps for the Technical Game Modeler] | ||
− | In Darkplaces | + | In Darkplaces Engine, normalmaps are: |
* Tangent-space RGB | * Tangent-space RGB | ||
* OpenGL-oriented (X stores horizontal, Y vertical) | * OpenGL-oriented (X stores horizontal, Y vertical) | ||
− | * Optionally can store alpha component which represents height that will be | + | * Optionally can store alpha component which represents height that will be use for [[parallax mapping]]. |
* Compressed to DXT1 (if not alpha) or DXT5 | * Compressed to DXT1 (if not alpha) or DXT5 | ||
== See also == | == See also == | ||
* [[Texture]] | * [[Texture]] | ||
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