![]() Adjust it up and down and observe the results, pick what looks good.Ĩ. In general it also changes how high/low things get. ![]() Results vary depending on the filter you used. Scale: min -100 max 100, changes the overall direction of bump and how strong the results are. Minimum Z: min 0 max 1.0, this is the lowest height on your normal map (increasing this seems to make things pop less, useful if the bumps are good but seem to pop out too much).ħ. Select from the Filter drop down, try them all until you see one that looks can vary depending on the image.Ħ. Click the 3D Preview button and, as you adjust settings, keep rotating the square to get an idea of how your texture is going to pop up when rendered in-game.ĥ. Normal/bump map through GIMP 2.8 free image editor: ( Map > Normalmap.Ĥ. Ready your texture for mapping through Bloodlines SDK in Windows file explorer:ġ. I was beating my head against my computer (not literally lol) for 9 hours trying to figure this out so to save anyone else the frustration just use these steps and you're guaranteed to have a shiny/bumpmapped look to your model in-game. I thought I would share this time just so everyone can benefit. I always write myself little instruction files so I don't forget how to do things.
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