Hi guys. I have a situation where I need to import pre existing models into a game. All the models have diffuse, normal and spec maps. The game they are going into only allows for a diffuse map. I still want all that subtle lighting info included so I figured my options are as follows: A. Bite the bullet and hand paint the…
This might be sketchy, but you can just try pulling out the values from the green channel of the normal map, and use that as a mask/multiply layer on top of the diffuse. Since the Y channel of the normal map stores the normal vectors that face up and down in uv space, you might end up with the effect of having a light…
i once did something like what you want to do, but without normal maps. it's kinda shitty but was quick and worked. 1. in max, get your model set up with a normal bump material and all that. regular scanline renderer. 2. light the scene. Make sure it's set up symmetrically and the lights are set to NOT cast shadows. make…
Yeah that was something I was hoping there would be a work around but thinking of it, if you lit the whole model evenly and consistently , the normals would wash out. I'll try your compositing trick, with a render for each of the 4 sides and top. Bottom I'm not too worried about since it's in shadow any way. So far the…
Thanks. I've never heard of that but will check it out. I do need the specific lighting info so what I have done is: 1. import model and set up a quick MR Omni area light (turned shadows off) 2. rendered to texture as a complete map. The rivet and panel detail in the normal map came out really nice. Of course with that set…