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Corrected info for inverting normal map green channel.

mitm 7 years ago
parent
commit
273b97db2a
1 changed files with 14 additions and 14 deletions
  1. 14 14
      src/docs/asciidoc/jme3/external/blender.adoc

+ 14 - 14
src/docs/asciidoc/jme3/external/blender.adoc

@@ -160,7 +160,7 @@ Also check out these videos and resources:
 *  link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Exporting OgreXML scenes from Blender 2.49 to jME]
 *  link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Exporting OgreXML scenes from Blender 2.49 to jME]
 
 
 
 
-=== NormalMap baking
+=== Normal Map baking
 
 
 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.
 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.
 
 
@@ -218,9 +218,9 @@ TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not
 
 
 image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
 image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
 
 
+This second method produces the best results by far:
 
 
 .Method 2
 .Method 2
-
 .  Uncheck:
 .  Uncheck:
 **  [ ] Bake from Multires
 **  [ ] Bake from Multires
 .  Switch to object mode.
 .  Switch to object mode.
@@ -261,20 +261,16 @@ Because of this, you need to fix the colors to prepare the normal map for using
 To do this, go to the Blender Node Window
 To do this, go to the Blender Node Window
 
 
 *  Here is Blender Node example. It fixes the normal colors:
 *  Here is Blender Node example. It fixes the normal colors:
-**  image:jme3/external/5.gif[5.gif,width="500",height=""]
-
-
-*  Here is the colors configuration:
-**  image:jme3/external/6.gif[6.gif,width="180",height=""]
-
-//image:jme3/external/7.gif[7.gif,width="180",height=""] //image:jme3/external/8.gif[8.gif,width="180",height=""]
-
++
+image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.png,width="50%",height=""]
 
 
-//*  Sometimes it will be needed to change R and G scale and add some blur for better effect. Do it like on image below
-//**  image:jme3/external/exception2.gif[exception2.gif,width="",height=""]
+*  Here are the colors configuration:
++
+image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",height=""]
 
 
-*  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.
-**  image:jme3/external/ready_normal.gif[ready_normal.gif,width="",height=""]
+*  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.
++
+image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
 
 
 [TIP]
 [TIP]
 .Inverting Tips
 .Inverting Tips
@@ -288,6 +284,10 @@ You can also use the SDK to invert the channel:
 .  When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
 .  When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
 ====
 ====
 
 
+This is what the final outcome of `Normal` map baking should produce for you.
+
+image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
+
 === LightMap baking
 === LightMap baking
 
 
 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.
 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.