2013年11月13日 星期三

Xuan Yuan Sword 6_DLC_ (bake a hard edge Normal map)

I just finish my project last month. Yes, it's SWD6-DLC ! This time i have some cool challenges. Create a lot of hard-edge model for Environment. Why do i say this is challenge ? Because i didn't much understand the Normal of the Hard-edge and took a lots time to test hard-edge Normal map, let it  looked correctly in Unity .

上個月我剛完成我的專案。是的,它是軒轅劍六-天外之章!這一次,我有一些很酷的挑戰。創建大量的硬邊場景模型。為什麼我說這是挑戰嗎?因為我沒有多少了解法線的硬邊,花了大量的時間來測試硬邊法線貼圖讓它在Unity引擎看起來正確的。

Generally speaking, baking a hard-edge normal.

一般來說,烘烤法線硬邊。

 I will to smooth group ,setting auto-smooth 45 degree,in 3dsMAX.

我將平滑組,設置自動平滑為45度,在3dsmax。


Cutting UV,depend on different smooth group.

切割UV,取決於不同的平滑組。



Reduce the Gradient of Normal map to avoid the odd shadow in Game engine.

減少法線貼圖的漸層,以避免在遊戲引擎中奇怪的陰影。



As a reminder, this way i test in unity is OK!  Some engine maybe not !

作為提醒,這種方式,我測試Unity引擎是OK!有些引擎也許不是!

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