Source Filmmaker

Source Filmmaker

Sharknado Apr 11, 2018 @ 3:33am
How to fix bumpmap?
So i'm having a problem where the bump map in sfm seems to be going inside the body rather then out
Is there any way to fix it?

How it looks in sfm: https://gyazo.com/544c2fe87033f7c5d5c96449e2c44a3b
(blender)How it should look: https://gyazo.com/1c2fcc117a9af64f0f36cc2f9a2fd077

normal: https://gyazo.com/6caea13ae6caf03f4bf8caff2b3a9020
Not sure if there is a setting or something I may be missing on the vtf or vmt
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Marco Skoll Apr 11, 2018 @ 5:32am 
Not every game engine or program uses exactly the same encoding for its normal maps.

Source, for example, treats a green channel value of 255 as facing "down", whereas XNALara seems to treat G255 as facing "up".
(I think, anyway. I mostly don't actually look at them in XNALara, I just go through Blender. It's possible that the "up" orientation that many models seem to have is from the original game engines the models were ported from, and the porters have just done a less than ideal job of it).

It's a relatively easy fix - invert the red (left/right) and/or green (up/down) channels in an image editor as needed.

EDIT: I'll copy this in from the Valve wiki:

Red
Horizontal facing (X axis)

0 = left
128 = forward, or facing viewer
255 = right

Green
Vertical facing (Y axis)

0 = up
128 = forward, or facing viewer
255 = down

Blue
Height (Z axis). Valve's "flat" bump map textures use 248.

0 = facing 'in' to the texture, away from the viewer. This is a 'bad' value. Anything under 128 means that the surface should be facing away from the player, which is not possible.
128 = maximum depth capable of receiving dynamic light. It's a bad idea to go under this.
255 = facing 'out' of the texture towards the viewer.
Last edited by Marco Skoll; Apr 11, 2018 @ 5:36am
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Date Posted: Apr 11, 2018 @ 3:33am
Posts: 1