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About normal map compression


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#1
Inspectre

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Just wanted to make sure, are there any known issues using Signed 32bit V16U16 instead of Signed 16bit V8U8?

I've noticed using V8U8 creates artifacts, at least on my setup, and that V16U16 does not.  But V16U16 does look different in Photoshop, more like the image Texmod shows you when you're finding/extracting.

Here's a shot from DirectX texture tool showing the artifacts using V8U8 on Diana Allers dress.
Click for larger pic.
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Note the vertical lines, looks worse ingame.

Here's one with V16U16. It only looks funny outside of 'DXTT'.
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And here's the funny look.
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I don't notice any quality loss in game using V16U16, just wondering why/if I shouldn't.

Modifié par Dragon XIX, 29 mai 2013 - 02:18 .


#2
Ottemis

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You can try but as far as I know ME3 only accepts 16bit V8U8, all other formats will create a lighting issue at the seams of your texture. Put that one in game and check the wrap-seams, if the lighting is flipping out there and the seam is visible you'll know that format doesn't fly.

Modifié par Ottemis, 29 mai 2013 - 10:37 .