Game Development Reference
In-Depth Information
Grayscale is limited in the amount of detail it can store (it uses256 bytes) and has only information
about height. Normal maps use the three RGB channels (3 x 256) to store information for three times
the information and are easily recognizable by their distinctive colors.
3.
Select the StoneTextureBump image, and examine it in the Inspector.
The texture displays the distinctive colors of a normal map (Figure 4-8 ).
Figure 4-8. The distinctive lavender, cyan, and pinkish colors of a typical normal map
The terra cotta tile image you will be using in the game comes with a traditional grayscale bump
map, TerraCottaBump. You can easily convert it using the Normal Map option from the Texture Type
drop-down menu.
4.
Select the TerraCotta texture.
5.
Set its Max Size to 512 , and click Apply.
6.
Select the TerraCottaBump texture.
7.
Change its Texture Type to Normal Map in the Inspector, and click Apply.
The default settings are often too harsh, so you will probably want to tone it down a bit. Reducing
the Max Size will also help smooth it out.
8.
Set its Max Size to 256 , and click Apply.
9.
Set the Filtering to Smooth and the Bumpiness to about 0.1 .
10.
Click Apply.
The normal map is more appropriate for a tile floor (Figure 4-9 , right).
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