Was wondering if it was possible to create a second material for an object and just invert the Red value of the normal texture to essentially mirror it.
Anyone try this? Or know of a way that actually works?
This is a perfect thread for a question I've had recently.
In UT3, I've seen mirrored textures that look okay in-game. Every time I try to do this, it renders all wonky. I had a link a while back (down now) on the UT site that seemed to imply that it's a light-mapping issue?
I've followed the 'fixing-normal-map-seam' (on mirroring) thread, and I still get issues at the seams. Do the shells have to be offset by a few texels for the light-map to render properly? What am I doing wrong??!!
Sorry if I'm rudely dodging your question crazy :P
EDIT: It seems that when a shell is reversed in UT3, the lighting is also reversed....
Replies
Most decent engines should detect if the UVs are mirrored (tangent space is inverted) and should display it correctly anyway.
I'm not really sure why you're asking, can you provide a screenshot or illustrate an example? There might be a better way to do what you want.
In UT3, I've seen mirrored textures that look okay in-game. Every time I try to do this, it renders all wonky. I had a link a while back (down now) on the UT site that seemed to imply that it's a light-mapping issue?
I've followed the 'fixing-normal-map-seam' (on mirroring) thread, and I still get issues at the seams. Do the shells have to be offset by a few texels for the light-map to render properly? What am I doing wrong??!!
Sorry if I'm rudely dodging your question crazy :P
EDIT: It seems that when a shell is reversed in UT3, the lighting is also reversed....