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@@ -216,6 +216,7 @@ IMPORTANT: Remember! The actual preview affects the baking output and mesh expor
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TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not yet been saved.
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+.Normal map from Method 1
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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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@@ -245,6 +246,7 @@ This second method produces the best results by far:
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Be careful: in the Outliner the camera symbol (Restrict Render) must be on!
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====
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+.Normal map from Method 2
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image::jme3/external/monkey_bump2.png[monkey_bump2.png,width="50%",height=""]
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== Fixing the normal colors in Blender
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@@ -274,6 +276,7 @@ NOTE: You only need the one `RGB Curves` node. The three shown here are just for
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* After rendering (kbd:[F12] ), 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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+.Normal map results (Method 2 example)
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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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@@ -290,7 +293,7 @@ You can also use the SDK to invert the channel:
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This is what the final outcome of `Normal` map baking should produce for you. A "`Lowpoly`" model that looks like it's a "`Highpoly`" model.
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-.Method 2 Example
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+.Final results (Method 2 example)
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image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
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