|
@@ -204,7 +204,7 @@ image::jme3/external/monkeyprev1.png[monkkeyprev1.png,width="50%",height=""]
|
|
|
.. Click btn:[OK] when ready.
|
|
|
. From the `File` header at the top of the `UV Image Editor`, click the btn:[Choose Screen layout] button and select "`Default`".
|
|
|
. With your mouse inside the `3D View`, tab into `Object Mode`.
|
|
|
-. Now go into the Render Tab, and bake a `Normal` map using the same configuration as here:
|
|
|
+. Now go into the `Render` tab, and bake a `Normal` map using the same configuration as here:
|
|
|
+
|
|
|
--
|
|
|
image::jme3/external/4.gif[4.gif,width="300",height=""]
|
|
@@ -260,15 +260,19 @@ 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
|
|
|
|
|
|
-* Here is Blender Node example. It fixes the normal colors:
|
|
|
+* Here is a `Blender Node` example. It fixes the normal colors:
|
|
|
+
|
|
|
image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.png,width="50%",height=""]
|
|
|
|
|
|
+NOTE: The output file will be saved to a sub-folder that will be created inside the `Base Path` folder you choose for the `File Output` node.
|
|
|
+
|
|
|
* 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.
|
|
|
+NOTE: You only need the one `RGB Curves` node. The three shown here are just for demonstration purposes.
|
|
|
+
|
|
|
+* 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.
|
|
|
+
|
|
|
image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
|
|
|
|
|
@@ -284,10 +288,12 @@ 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]`.
|
|
|
====
|
|
|
|
|
|
-This is what the final outcome of `Normal` map baking should produce for you.
|
|
|
+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.
|
|
|
|
|
|
+.Method 2 Example
|
|
|
image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
|
|
|
|
|
|
+
|
|
|
=== 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.
|