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@@ -160,7 +160,7 @@ Also check out these videos and resources:
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* link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Exporting OgreXML scenes from Blender 2.49 to jME]
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-=== NormalMap baking
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+=== Normal Map baking
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Models for live rendering should have a low polygon count. To increase the perceived detail of a model normal maps are commonly used in games. This tutorial will show how to create a `Normal` map from a "`Highpoly`" version of your model that you can apply to a "`Lowpoly`" version of the model in your game.
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@@ -218,9 +218,9 @@ TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not
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image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
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+This second method produces the best results by far:
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.Method 2
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-
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. Uncheck:
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** [ ] Bake from Multires
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. Switch to object mode.
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@@ -261,20 +261,16 @@ Because of this, you need to fix the colors to prepare the normal map for using
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To do this, go to the Blender Node Window
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* Here is Blender Node example. It fixes the normal colors:
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-** image:jme3/external/5.gif[5.gif,width="500",height=""]
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-
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-
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-* Here is the colors configuration:
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-** image:jme3/external/6.gif[6.gif,width="180",height=""]
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-
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-//image:jme3/external/7.gif[7.gif,width="180",height=""] //image:jme3/external/8.gif[8.gif,width="180",height=""]
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-
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++
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+image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.png,width="50%",height=""]
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-//* Sometimes it will be needed to change R and G scale and add some blur for better effect. Do it like on image below
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-//** image:jme3/external/exception2.gif[exception2.gif,width="",height=""]
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+* Here are the colors configuration:
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++
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+image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",height=""]
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-* After rendering, save the file to a destination you want and use it with the JME Lighting Material and the lowpoly version of the model.
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-** image:jme3/external/ready_normal.gif[ready_normal.gif,width="",height=""]
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+* After rendering, save the file to a destination you want and use it with the JME Lighting Material and the "`Lowpoly`" version of the model.
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++
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+image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
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[TIP]
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.Inverting Tips
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@@ -288,6 +284,10 @@ You can also use the SDK to invert the channel:
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. When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
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====
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+This is what the final outcome of `Normal` map baking should produce for you.
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+
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+image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
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+
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=== LightMap baking
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The goal of this tutorial is to explain briefly how to bake light map in blender with a separate set of texture coordinates and then export a model using this map in jME3.
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