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Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
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So what I don't understand: Do you use a 3D model as a bases to fake a 3D view onto the texture?
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Yes, you are using a 3D model to define the contours of the surface which are then baked into the normal map.
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It's because almost any game that uses OpenGL uses the, well, proper Normal Maps, while DirectX uses an inverted Y.
Of course it doesn't always happen, but it happens so often due to most developers not caring enough for shaders that everyone is fine with calling it after a Render API.