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Difference between revisions of "Creating detailed Normal Maps"

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One normal map can relate to an endless amount of textures. Example: You have a normal map and two textures. The normal map is called ''normal_n.dds'', the two texture files ''normal_tex01.dds'' and ''normal_tex02.dds''' respectively. The game will recognize both textures as belonging to the one ''normal_n''; it simply ignores the letters that come after the underscores, in this case ''tex01'' and ''tex02''. So you may want to avoid texture file names like ''my_uber_sword_texture.dds''.
One normal map can relate to an endless amount of textures. Example: You have a normal map and two textures. The normal map is called ''normal_n.dds'', the two texture files ''normal_tex01.dds'' and ''normal_tex02.dds''' respectively. The game will recognize both textures as belonging to the one ''normal_n''; it simply ignores the letters that come after the underscores, in this case ''tex01'' and ''tex02''. So you may want to avoid texture file names like ''my_uber_sword_texture.dds''.
The game will relate both textures to the correct normal map, because the letters behind the underscores will be ignored. That's why you should avoid naming your texture something like ''my_uber_sword_texture.dds''.


And why is the normal map's detail important? Because it is the normal map that defines how uneven and how rocky your stone texture looks ingame. Less detail for the normal map equals less detail for the object.
And why is the normal map's detail important? Because it is the normal map that defines how uneven and how rocky your stone texture looks ingame. Less detail for the normal map equals less detail for the object.
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