这会产生比较平滑的法线贴图。
法线贴图将被压缩到ATI2格式。
最终得到的角色的相切空间的法线贴图。
法线贴图和AO贴图都是别用在颜色贴图上的。
Both the normal map and the AO map will be used in creating the color map.
法线贴图将按比例缩小一半并且转换到RG8格式。
Normal maps will be scaled down by half and converted into RG8 format.
采用法线贴图代替平面贴图的方法,减小模型容量;
Normal line map is taken instead of the 2D map in order to reduce the capacity of model.
左——颜色贴图;中——法线贴图;右——粗糙度贴图。
Left - Color map, Middle - Normal map, Right - Roughness map.
如果你想了解法线贴图如何被应用到你的纹理,选择此项。
Select this if you want to see how the normal map will be applied to your texture.
也称为索贝尔过滤。这会产生出比标准更清晰的法线贴图。
Also known as a Sobel filter. this generates normal maps that are sharper than Standard.
法线贴图使用颜色来表述在其他方向的偏移,这使它更有效。
Normal mapping on the other hand uses colors to indicate directional offsets, making it far more efficient.
不过,技术并不是魔术,法线贴图并不会添加物体的轮廓细节。
However, this technique isn't magic — it can't add detail to the silhouette.
现在,不管灯光是否直接射中物体,法线贴图都看上去很好。
Normal maps now look great whether or not light is hitting them directly.
因为法线贴图会被映射到表面上,所以它已经是在切线空间中了。
Because the normal map is mapped to the surface, it already lies flat in tangent space.
我们在做每一个纹理的时候都手动创建一个法线贴图和粗糙度贴图。
For every texture we made, we also manually created a normal map and a roughness map.
只要我们有了法线贴图,我们很容易使用法线去计算各个方向的光照。
Once we have a normal map, it's easy to use it to calculate lighting from different directions.
下面是一个例子从左到右依次是高分模型,低分模型和低分模型带有高分法线贴图。
Here's an example of a detailed model, a simple model, and the simple model with a normal map applied.
法线贴图中的红色通道编码了法线的左右轴,蓝色通道编码了垂直深度。
The red channel in a normal map encodes the left-right axis of normal blue channel encodes vertical depth.
现在是时候开始烘培了,有趣的是并没有许多法线贴图烘培插件开发出来。
Then it's time to start baking, interestingly there aren't that many normal map baking plugins out there.
现在你应该理解了法线贴图是如何起作用的,不过,法线贴图是如何制作的?
So now you get the idea of what normal maps do... but how are they made?
这是惟一一种能被用与可边形物体的法线贴图类型,例如被蒙皮和绑定骨骼的角色。
This is the only type of normal mapping that you can use on deformable objects such as skinned or boned characters.
例如,如果我们有一个光源从正右方照射来,我们可以只适用法线贴图中的红色分量。
For example, if we have a light source directly to the right, we can just use the red channel.
下图演示了将法线贴图附加在低分模型上,这里你可以看见各个分量分别为表面添加了那些附加的信息。
Here the normal map is applied to the low-detail model, and you can see how each channel encodes the surface information along each axis.
使用导入设置,它也可以在游戏中为不同类型的应用而被转换成一个立方体贴图或法线贴图。
Using the Import Settings, it can also be converted to a Cubemap or Normalmap for different types of applications in the game.
在这些视频中,我就去了如何使优化的网格,将工作做好的UV线布局,变形和法线贴图烘焙。
In these videos, I'll go over how to make optimized meshes that will work well for UV lay out, deformation, and normal map bakes.
选择此项,将把颜色通道变成一个适合于实时法向映射的格式。欲了解更多信息,请参阅法线贴图。
Select this to turn the color channels into a format suitable for real-time normal mapping. For more info, see normal Maps.
考虑到生成法线贴图的目的,你甚至无需将几个构成组件合并焊接起来,就像它们本身是无缝的一样。
For normal map generating purposes you don't even have to attach and weld the different sub components together, as long as they fit seamlessly you should be fine.
一个物体空间的法线贴图,仅从整个模型的自身朝向检视物体,并据此解算在它表面的每个像素的方向。
An object space normal map only looks at the orientation of the entire model it's applied on to calculate the per pixel directions on it's surface.
在这上面我增加了AO贴图以及一些区域我总会加上法线贴图的绿色通道并使用阴影增加一个特殊层。
On top of this Iadd the AO map and on some areas I'll also add the green channel of the normal map to add an extra layer of shading.
启用此项将转变颜色通道成一个适合于实时法线贴图的格式。欲了解更多信息,请参阅法线贴图,如下。
Enable this to turn the color channels into a format suitable for real-time normal mapping. For more info, see normal Maps, below.
启用此项将转变颜色通道成一个适合于实时法线贴图的格式。欲了解更多信息,请参阅法线贴图,如下。
Enable this to turn the color channels into a format suitable for real-time normal mapping. For more info, see normal Maps, below.
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