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Anon that posted the coblestone normal map the other day,

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Thread replies: 16
Thread images: 4

File: CoblestoneNormalsMap.png (388KB, 512x512px) Image search: [Google]
CoblestoneNormalsMap.png
388KB, 512x512px
Anon that posted the coblestone normal map the other day, here with a version 2.
>>
File: CoblestoneDiffuseMap.png (407KB, 512x512px) Image search: [Google]
CoblestoneDiffuseMap.png
407KB, 512x512px
>>505175
Diffuse
>>
File: CoblestoneColorFreeMap.png (223KB, 512x512px) Image search: [Google]
CoblestoneColorFreeMap.png
223KB, 512x512px
>>505176
And color free if you wanna make your own diffuse map.

Comments and opinions are welcome.
>>
uh thanks I actually need this for my current project, thanks!
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>>505175
I feel like the cement is the bumped surface on your normal...
>>
Thank anon, but you could've just posted it in your previous, and still very alive, thread
That said, do you have a page where we can see your works?
>>
>>505197
You can invert green/red in your software of choice if you're seeing the bump go the wrong way.

>>505199
Sorry about that, I looked in the catalog but didn't see it, I must have just missed it.

I don't have a page, I'm actually not really doing anything, I haven't had time to work with anything 3D related in like six years.
>>
Why a second thread about this?

Do you want to build a wall or what
>>
>>505223
>Why a second thread about this?
Why not read? You'be literally replied a day after your question was answered. >>505200
>Sorry about that, I looked in the catalog but didn't see it, I must have just missed it.

Or did you just ask for the sake of that halfassed attempt at a lame wall joke?
>>
>>505175
Nice inverted normal map faggot
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>>505546
There is no one convention anon, different software uses different RGB to XYZ conversion. Next time you anons faggots you've best ensure your not being the archfag yourself.
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>>505549
Let's not forget there's even normal maps that only use the Red/Green channel, called Derivative Normal Maps. The Blue (Z) axis is calculated on the fly in the pixel shader based on the X/Y values. Saves a decent amount of room in memory if your scene is heavily normal mapped. There's a node in Unreal and ShaderFX for calculating the derivative Z.
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>>505546
Don't see you posting any normal maps you made, anon.
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>>505805
lol it's inverted.
He is right. It is upside down. Flip the green channel gayboy
>>
bitmap to normal. u still fuck it up.
noob
>>
File: NormalTest.png (329KB, 640x640px) Image search: [Google]
NormalTest.png
329KB, 640x640px
>>505808
Are you retarded or just pretending? Because we've already gone over this, there's no such thing as an inverted map, just an engine that handles it that way. I don't know what kind of software you're using, or how shit you're at handling normals, but the map is fine.
Thread posts: 16
Thread images: 4


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