Quick question for anyone familiar with the texture formats for DAO: What normal mapping technique is used in this engine? The normal map textures I've looked at are greyscale and it looks like it only uses z coordinates, whereas normal maps in current-gen games are tangent-space normal maps -- which are more of an ultraviolet color and use x, y, and z coordinates.
Does the engine onlu support regular bump maps? i admit im unfamiliar with parallax mapping however..
Thanks!
normal mapping
Débuté par
ablaine
, nov. 19 2009 07:02
#1
Posté 19 novembre 2009 - 07:02
#2
Posté 19 novembre 2009 - 07:24
There's 2 channels, check the Alpha of the DDS file for the second. The 3rd channel isn't all that important anyways.
As a side note, I was using the Unreal engine to view some of my models in real time. To do this with a DA:O normal map, you can throw the 2 channels from their DDS into the R-G channels of a new file, and fill the B with solid white. Then you'll have your familiar purple image.
As a side note, I was using the Unreal engine to view some of my models in real time. To do this with a DA:O normal map, you can throw the 2 channels from their DDS into the R-G channels of a new file, and fill the B with solid white. Then you'll have your familiar purple image.
Modifié par Toryss, 19 novembre 2009 - 07:26 .
#3
Posté 19 novembre 2009 - 09:22
Thanks Toryss--I really appreciate the response. So if I was using, say, Zbrush/xnormal to create normal maps for my models (as I do in my usual workflow), would I then just convert it to a greyscale bump map using the xnormal Photoshop filter plugin? Or have you tried plugging one of the tangent-spaced purple normal maps in dds format into the engine?





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