How to do this? bak a gray bump map in ZB.
because.some game engine programe can’t to support displacement . how to bake a bump map based on UV. or bake a shader map based on UV(color overlapping on gray bump map)?
How to do this? bak a gray bump map in ZB.
because.some game engine programe can’t to support displacement . how to bake a bump map based on UV. or bake a shader map based on UV(color overlapping on gray bump map)?
The following settings will produce that map in disp exporter
Bring the map into photoshop after your done and convert it to grey scale / image / mode / greyscale
I was also thinking last night about why have 3 seperate channels with the same data.
so this code will also work
DE-BDEK-FAFAFA-D88
its for 8 bit 1 channel
both work but not knowing your output to the engine I would say that if it does not support normal mapping it probally doesnt support 16 bit anyway. Probally TGA format also?
Just wondering but what engine is this for anyway?
…
is error~~
according to your tutorial .i get a gray map,but the may is shadow at left side and brightat right side .
it is not a bump map, it must be the high is bright and the low is dark.
true but they dont have a output for a true grey map.
So you have to fudge stuff along the way to get the same result
normal map = x -x / y -y / z -z light
so couldnt you just take x and y out of the equation by generating a normal map and taking it into photoshop and copy out the Z channel in the channel pallet?
Green I believe
I was just trying to do it all in Zbrush but your right about the shadow
You will never get true black and whit values in Zbrush without alot of tricks so you will have to use 50% grey maps where black is -z
Seems like disp exporter can generate that using z instead of x for the normal but all i get a weird looking diffuse map out of the deal.
Ok so after dumping the idea that disp exporter would do a Bump map instead of a normal map I played around and found out that its not based on light xyz being labeled inside the exporter But positive and negative values
DE-BCFK-CAKCAA-D88
Is the sweetest code yet that will render a bump that is so clean that you dont even have to tweak the maya settings for it.
Again BUMP
Ball in Maya with the worst render settings and the displacement exporter settings that made the map.
The only thing is if you look super close you get facceted information in the map so you might have to blur it a tiny bit in photoshop.
Ow btw The green channel cannot be used as a bump from Zmapper!
that is all
Haha,have a old saying like American saying in china ,'Map for the sons of Huanghe river ’ -->黄河子孙,( living in huanghe river area be called "middle-land " in olden times.)
Thanks a lot for your code!I put it in photoshop,it have a little failure. when i zoom in ,found out it lost some small details,why? but, it very like i want,success is near!
and i must apologize to you for the careless me. for ‘So you have to fudge stuff along the way to get the same result’. i cant found out the mall difference that ‘XYZ gray’ and 'Z mask 'At once,when i take the bump mapping .