Yes thanks for the correction chwaga. Also I was wrong about which RGB colors mean what.
Wasn't there a program posted at one point that could take a low poly mesh and generate a smoothed normal map by interpolation? Helpful when you don't have a high-poly version of the mesh and don't know how to create one.
Aza, here are your take-aways:
First decide whether you are just trying to smooth the triangle shading on your mesh or adding roughness/detail not in the original mesh. If the former, you can even use a generic rough looking normal map if you don't care about aligning the "bumps" to features in the texture.
Once you have your normal map, use the TextureBlend() command with the DOT3 option (option 4) to tell Blitz the texture is a normal map.
I would say download some generic rough looking normal maps and try experimenting on cubes and such.
Good luck!
Wasn't there a program posted at one point that could take a low poly mesh and generate a smoothed normal map by interpolation? Helpful when you don't have a high-poly version of the mesh and don't know how to create one.
Aza, here are your take-aways:
First decide whether you are just trying to smooth the triangle shading on your mesh or adding roughness/detail not in the original mesh. If the former, you can even use a generic rough looking normal map if you don't care about aligning the "bumps" to features in the texture.
Once you have your normal map, use the TextureBlend() command with the DOT3 option (option 4) to tell Blitz the texture is a normal map.
I would say download some generic rough looking normal maps and try experimenting on cubes and such.
Good luck!