Texture mapping attempts and misadventures.
Posted: 03 Jan 2017, 20:38
So, with very little knowledge or experience on the subject, I wanted to look into the process of making normal/parallax/specular maps for existing textures. Given that I lack any artistic ability I eventually wanted to see if the process is automatable. I used gimp's normalmap plugin but noticed that the results came out wrong. Half the plane was fully lit and the other half not at all. After an embarrassing amount of experimentation I came to the conclusion that the normals were being interpreted at a slight angle which I could correct by adding 55 points to the green and red channel. I checked work by other texturers and by sampling their pixels I thought that their vectors look orthogonal. The question is what issue am I stumbling on that makes angling the vectors necessary? As a side note why are terrain textures displayed inverted?
I'm attaching a couple of textures I made, based on Tyddyy's excellent terrain textures, if somebody has an idea of what I'm doing wrong, possibly as advice to anyone else who might stumble on this. Also assuming they display correctly to other people as well, I think they came out ok looking.
I'm attaching a couple of textures I made, based on Tyddyy's excellent terrain textures, if somebody has an idea of what I'm doing wrong, possibly as advice to anyone else who might stumble on this. Also assuming they display correctly to other people as well, I think they came out ok looking.