![]() Normal maps stores surface shading vector (aka. 5.5,1, which basically means the shading vector is tilted none to the l/r (“middle” red - x), none up/dwn (“middle” green - y) and is facing directly at the camera (“max” blue - z) - a good color to know if you eve find the need to hand- edit the seams out of a normal map.)įor one, normal maps effect shading not actual geometry. It doesn’t even look like a object space normal map which tends to be more colorful, much less the more widely used tangent space normal map which is predominantly blue (RGB =. I know what a normal map is, and what SL uses is not a normal map… far from it. ![]() It’s good that they are changing this (I guess… ) but since it is beta, I assume the existence of a working Blender exporter that supports IT isn’t likely. It has to have a specific number of vertices, and once created to match the required 1 vertex = 1 pixel vertex order as depicted in the below link, you cannot add or delete vertices as this causes vertex renumbering, breaking the link between the geometry and the required 2D image output. SL doesn’t even support the direct import of 3D meshes, unless you are using the Beta version… SL exporters convert the 3D meshes into a 2D image map that stores the 3D data in the RGB channels of the image.Ī “sculptie” is the “specific, pre-existing primitive” I was referring to. In short… you can’t put a Sculptris mesh into SL due to the very nature of how Sculptris works… it creates vertices on the fly. Changing the mesh in any way other than moving around the existing vertices of the pre-made primitive results in a re-numbering of the vertex order, and therefore a failed export. SL content can only be created from specific, pre-existing primitives and you cannot some much as delete or add a single vertex as its successful conversion to the 2D image format used by SL depends an a specific vertex order. Perhaps you should have looked into the SL content creation requirements BEFORE you made something and tried to shove into the engine. All game engines have strict requirements as to what can be realistically used for content, but SL has the most restrictive method for content creation I’ve ever seen.
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