1. How do you make a normal map properly?
2. Are height maps required for a good texture?
3. On specular maps does the white mean matte? There must be A typo on the Wiki because it just says mat.
I know these questions may seem very dumb, but usually I have only done the diffuse, luminance, and specular and called it good.
So the best/optimum way to create a normal map is to use real 3D geometrie . The second method would be the use of a simple bump/highmap and convert it into a normalmap.
This method is only useful for high frequent parts (elements of a small size like scratches, rivets etc.)
There are two different "situations" the first, more easier: Flat surfaces like wall textures. Those are quite easy since you just need to create a top-down view of your surface and add 3d geometrie. Then you can
use a build in render-to-texture or a external software like "orb" or "melody" etc, to render your nmap properly.
The second is true 3d, a normalmap for a 3d object, in most cases using a high res version of the ingame model. This is much more troublesome: you need quite good modelling and uv layout skills. But you can use the same techniqe as mentioned above
So short answers:
1. I use 3dMax and the render to texture function to create my nmaps for flat and 3d objects, works extremly well but i spended a lot of time to finde my personal best workflow/result.
2. No, a highmap can be a option, if converted into a nmap, not a must !! This depends on the surface you wand to achive.
3. Must be an error !White means maximum reflective, while black represents 0% refelective ( reflective means the light not the enviroment, although this could later be added, thanks to the material system)
There are no dumb questions
Can you give us the link to the exact page that you think is wrong?Cereus Prods wrote:3. On specular maps does the white mean matte? There must be A typo on the Wiki because it just says mat.
I frequently use "mat" as the abbreviation for "material", as in MatSys as the abbreviation for Material System, so maybe I should reduce the number of occurrences of the word "mat"...
Kai, many thanks for answering Cereus questions. I was about to write something, too, but I found that your explanation is just better.
Sorry for that , as i said its now fixed
Bright values mean that the material is very shiny, dark values mean that the material is mat.
My site will be up and running by the 14th of March I'm sure. It's under heavy construction!
I think if you showed us something from your (previous) work, that would be a great help for both you and all others here. (As it's usually much easier to talk about / change / correct things early in the process. When (almost) done, it's a lot harder to make corrections.)
Just a thought.
A blueish spec map will create blueish speculars (even when the light itself is white !)So it acts like a tinting effekt on the surface !
Anyway a colored light will always produce colored speculars (when using a white spec map) !
So a red light on a bluish specular map will result in a somewhat purple tone
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