Difference between revisions of "Case Study - Katana using normal and specular maps"
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{{KBwarning|This case study covers '''Pre-Beta''' upcoming features that are subject to change.}} | {{KBwarning|This case study covers '''Pre-Beta''' upcoming features that are subject to change.}} |
Latest revision as of 12:31, 20 June 2013
Warning: This case study covers Pre-Beta upcoming features that are subject to change. |
This case study explores how June Dion used normal and specular maps to add significant detail to a mesh object imported from LightWave. The completed product is available for purchase on the Second Life Marketplace at https://marketplace.secondlife.com/p/BR-Materials-Katana/4922401.
Note: This document explains how to use LightWave to create textures for the normal and specular mapping (materials) features of Second Life. For information on LightWave's basic operations, please refer to LightWave's documentation resources. |
Modeling and Template Texture
Baking Textures
Creating the Normal Map
Exporting the Normal Map
To export the normal map, you need a plugin called DP Kit. Download and install it if you do not already have it.
In the Surface Editor, open the Node Editor, then select DP Kit > Tools > Normal Cast. On the settings panel for Normal Cast, select the UV and Projection Distance, then connect to Diffuse Shading. Export the normal map with Camera > Surface Baking Camera. |