Problem with normal textures
Moderator: Oleg
Re: Problem with normal textures
Make sure you convert your texture using ATI1 or ATI2 format. This is also known as 3Dc format too. This is a type of compression inside DDS format.
Re: Problem with normal textures
Yes, I am using that format.
Re: Problem with normal textures
then it's quite strange to me. may you post a fragment of original PNG texture and the one converted to ATI2 DDS texture? just a small fragment to compare.
In general, these should be indistinguishable. the screenshot above has normal map artifacts that can be visible on DDS texture (that I do not expect to happen when PNG is converted to ATI2).
In general, these should be indistinguishable. the screenshot above has normal map artifacts that can be visible on DDS texture (that I do not expect to happen when PNG is converted to ATI2).
Re: Problem with normal textures
https://www.mediafire.com/file/c29m7sj2 ... e.rar/file original png texture
Re: Problem with normal textures
I am using Donet pain.net to convert, I hope it is not a problem.
Re: Problem with normal textures
give this a try:
- Attachments
-
- ao3_normal_base__.rar
- (1.91 MiB) Downloaded 102 times
Re: Problem with normal textures
nvidia dxt tool (it's plug-in version for adobe photoshop).
Re: Problem with normal textures
I advise to create small flat surfaces and create a 128x128 texture with just one small circle bump-mapped there. Then cover the cabin with these little square patches mapped onto the texture. You will not need a 4096x4096 texture in such a case, or at least you will not be bothered with bump texture quality on these round things, as they will use bump-map from a good-quality texture sample. Hope I made a clear explanation
I know, lining up square surface over original cabin might take a while, as well as you will need to match per-vertex color with original underlying cabin model (and well as match with AO base texture color too), but the result could still be better than the one you get with such a big texture with poor final quality. Mind the texture takes 20mb of video memory that's not a coin too.
I know, lining up square surface over original cabin might take a while, as well as you will need to match per-vertex color with original underlying cabin model (and well as match with AO base texture color too), but the result could still be better than the one you get with such a big texture with poor final quality. Mind the texture takes 20mb of video memory that's not a coin too.
Re: Problem with normal textures
Ok then I'll use the game technique.
I know what you're talking about.
Do you by any chance have an alpha channel tutorial?
I have a series of problems too.
I know what you're talking about.
Do you by any chance have an alpha channel tutorial?
I have a series of problems too.
Re: Problem with normal textures
unfortunately, no.