![]() ![]() After the confirmation is completed, we click the Ecport nomals export button above to export the normals, and select the location of the image to save.Note that some textures that do not need to reflect depth, such as faces, eyes, and some small parts, we use the eraser tool to cancel the normals, and click on the upper right corner Erase, erase unnecessary parts. Switch back to the normal to adjust the Texture overlay, and take a look at the effect.We select the Lit texture back to the lighting effect, and change the bevel data to a level that we feel comfortable and suitable (drag Little Sun goes back and forth to see if the effect you want~), click Apply after adjustment to save the settings ![]() This tool can add the depth of the bevel to the edge of the texture. Then we click on the Bevel (bevel tool) in the upper right corner.At this time, we need to drag the Texture overlay under the Normal map, which is the texture value, to the maximum (most right) Generating high-quality normal maps for your 2D Sprite Characters has never been easier You provide the original image and Sprite Bump will handle the rest. We need to select the Normal map in Display modes, that is, in the case of normals, the lower right corner will become the Normal map. Easy, Fast & High-Quality Normal Map Generation.In the Global light in the lower right corner, drag Brightness to adjust the brightness of the light source, and Display modes is to switch the type of texture viewing (you can see the difference by manually operating it yourself).Download SpriteIlluminator - Adjustable light for 2D Sprites. The little sun icon in the upper right corner is the light source~ Drag the little sun icon to adjust the position of the little sun If you like it please buy it to support the publisher Qiplex Filmographer Buy Qiplex. Next we open the normal map editor and drag in the texture just now.First use our Bo Bo Niang as an example, find her model file, double-click the first folder "jk20", and find the texture.Here we will use a software, normal map editor: SpriteIlluminator, below is his official download address~ ![]() The developer for SpriteDLight has said he plans to improve performance on large images though, so here's hoping :)Īs for SpriteIlluminator, I haven't tried it out yet as I already have SpriteDLight, but the various tools for working with the normal maps themselves look very useful and I would be tempted to buy it if it was a bit cheaper.After loading the model, turn on Live2D lighting (don’t worry if you find that the model turns black, because there is no lighting, we need to add a parallel light source, adjust the brightness and direction, the model can see it, like this)įor the effect, we add point light sources to improve the lighting effect (we manually add a few point light sources, the effect is shown in the figure). The specular option isn't that useful by itself on SpriteDLight, it wont work with PBR as it's far too light for most materials, would work for legacy shaders though. I own SpriteDLight and it's fantastic, my only gripe with it is that it's got some performance issues with larger images, my sprite sheets are usually 2048x2048 and I've had to get used to doing a half-scale normal map, AO map and depth map. I'd like to chip in that while generating normal maps from a grayscale "depth map" works, it can often lead to undesired results unless your ability to visualize how the normal maps would look after generation is top notch.
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