Why do some normal maps in 3D engines differ in color? For example: In one normal map the "neutral" color appears to be grey (#7F7F7F), but in another blue (#7F7FFF).
you need a normal map for it to be lit in the world anyway, or it'll end up inside-out and fullbright. You can just use a normalmap that's completely 7F7FFF.
I haven’t found any information about this. Do I understand correctly that Marmoset considers #7f7fff to be flat? Is there some way to adjust the standard flat color?
hmm, would 127.128.255 be closer then ? these are the rgb vs hex vs decimal comparision of all three and seems 127.128.255 is in middle 127.127.255 = 7F7FFF = 8355839 127.128.255 = 7F80FF = 8356095 128.128.255 = 8080FF = 8421631
Lastest update: 17/04/19Note 1: Part for ward, courier and particle effects will come very soon. Note 2: All those guides are the post I have written on Blender Stack Exchange, if you like don't forget to leave a like there: https://blender.stackexchange.com/users/23134/danyl-bekhoucha?tab=answersNote 3: this guide will…