|Jake Smith (Unknown)
|Has anyone been able to figure out how to properly apply a normal map to an object? I have been testing with base-game assets (road_normal.dds). I have been playing around with settings and cannot seem to get the normals to properly display in GE. When using the Debug->Visualize Normals There is a harsh deviation in the normalmap down the center of many faces. I have tried many different ways, including triangulating the mesh, edge split (with marking every edge as hard), etc... No matter what I have tried so far, I am unable to get a flat surface to display as flat in GE.
Any help or suggestions would be greatly appreciated. I would like to be able to apply a normal map to my models, but so far it seems as normals are not possible with blender.
|Rob Van Den Berg (thudge)
Of course you might already well know the following.
There are notes on exporting objects from Blender in the modding eBook (see Downloads -> Modding).
In short, add a material to your object, add a texture to the material, load in your normal image and be sure to (only) check Geometry-Normal in the Influence tab.
P.S. note the contradiction in your desire to add a normal map to a surface you apparenlty need to display as flat...
|Larry Horse (Larry)
|In Blender ...
1 Assign material to mesh
2 Add new texture
3 In texture tab find "Influence" (To your rite and bellow) assign diffuse.. that means texture with color so blender will know which is which
3 Add another texture...
4 In tab Influence click off diffuse and find geometry, hit normal; that's it.
If you using Photoshop to render normals you might need to get PaintDotNet and save normals to DDS in there. In my case, it fixes the
dreadful offset in Giants Editor
This is how you add Normal tex to mesh. It seems to me the problem lies somewhere else, you need to be introduced harder to Edge Split modifier or make sure you are careful how you build your meshes.
|Jake Smith (Unknown)
|Thanks for the info Rob, there wasn't a contradiction, just me not knowing how to word it correctly. There is a flat surface (road) with slight bumps, however, when imported into GE one side is full-bright, the other side (of the flat surface) is full-shaded.
I did go through the eBook and tried my best, but was unsuccessful in getting the results I was expecting. That is until I started messing with the FBX exporter in Blender. So I was able to get the desired results, a few more steps, but completed in the end.
|David Zadnik (DzInLa)
What steps did you use to export from Blender to a FBX file and then import into Giants Editor?
|Jake Smith (Unknown)
Model MUST be properly textured and have proper material(s) applied, then select the object.
File -> Export -> FBX (.fbx)
Check - Selected Objects, Check - !EXPERIMENTAL! Apply Transform, left the rest as default.
File -> Import (then select the .fbx file)
In Material Editing, delete the Emissive Texture from the imported object.
Then set the object Attributes, like Rigid Body, Clip Distance, etc...
|Bartek Perkowski (Unknown)
|Jake, let's try do it like this:
1. Change "transform orientation" from "Global" to "Local"
2. In object mode rotate your object -90degree on x/y - That your object was Y-up axis
3. In edit mode select everything and rotate opposite
4. Export to i3d
In my case that helped slightly (It depends of object ;-;), also If I have normal texture with transparency then in game it will be bugged
I hope that will help you
|Zachary Benson (DS_Gaming)
|or you could just learn the UV map of Blender, if your Difference (color map) and Normal are aligned the same way then aligning the UV mesh to the texture all other textures be them gloss, normal, AO, shadier will all be correct on the model.
There are two ways to use blender for applying textures; one is to use the Node work flow method and apply them to a principle node, the second is to create multiple UV maps in the object map named Difference, Specular, Normal, gloss, ect…. then apply them to a created material go to the textures tab create new image and upload the image file then link the image to the created object maps then unwrap your object UV Map and fiddle around with placement of multiple separate maps hopeing you align the uv the same way
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