I will provide sample shaders with the next major luxinia release (which sadly is still a bit away, swamped with work atm) but I will have mirrored local space normalmaps, as well as animated, just for the sake of it ;) and also provide tutorials. I just want to have lots of new docu content and tutorials done, and…
Its a relatively simple shader change, just a few lines of code. It should work in any engine that supports shaders and rigged meshes. Your programmers just need to understand the math. Heres a tutorial even: http://www.3dkingdoms.com/tutorial.htm
Nice one EQ, thanks for the tutorial. Also nice to see that you're doing it pretty much the same way I ended up doing it, I thought I might have been horribly wrong or something :) Good tip about being able to modify the lowpoly mesh afterwards since it's object-space. Leads to interesting ideas for…
Disclaimer: Some of this is dependtant on using object space, and wont really work with tangent, but i tried to keep this as application-un-specific as posible. You can always follow all of these steps and then convert your object space map to a tangent space map in the end using xnormal's converter tool, but you will get…
Would you recommend this for anything? What if the size specs were a 512? Would baking at 2048 and knocking it down 75% to 512 be good or would most of the details become too obscured?
I often increase my checkermap's tiling in the material while I'm UV-ing, just to get finer detail, less blurry while I'm working things. Then set the material back to 1x1. Might help you OblastoramaO.
Oblast: that really just depends on how large your squares are in the checkard map, hehehe. CB: by the different ways i meant tangent vrs OS, well was just curious if you already had something you could show =D will look forward to the next release then!
Not sure what you mean? The normals picture is a 512x512, sized down and shaprned a little from 2048x2048 which it was baked at(dont worry i'll size it down to 1024 for final shots =P) One thing i've noticed is you can seemingly retain details better if you render a very large image, and then size it down. As apposed to…