Hello i tried jme3test.material.TestParallax it has better graphics than skyrim and any other AAA game.
The thing i wanted to know is how to create those normal maps.
How do i combine the “normal map” and the “height map” to create the .dds file ?
To be more specific in photoshop how do i put BrickWall_height.jpg in the “alpha channel”.
BrickWall.j3m has the same BrickWall_normal.jpg, BrickWall_height.jpg that is inside the .dds file, but it has garbage graphics. Which means that jme only renders .dds files properly.
I also have photoshop nvidia tools, if that helps.
i already have the normal map and height map they are BrickWall_normal.jpg, BrickWall_height.jpg files in jME3-testdata/Textures/Terrain/BrickWall.
i just need a way to combine them in a .dds file so that i can create BrickWall_normal_parallax.dds, because i need to learn the workflow of creating textures in jme.
ok if i choose save as .dds and then “DXT5 Interpolated Alpha”, nvidia plugin miraculously finds the best “smoothness” and best “brightness” and looks exactly as yours.
CrazyBump is priceless… actually… it does have a price, but will produce (and allow you to adjust all setting with realtime preview) specular, normal, occlusion, diffuse & parallax maps. You load an image (and let it know what mapping the image is) and the rest are produced from that.
There is bump->normal map and color->normal map converters in the SDK built-in texture editor. Furthermore you can create normal maps of high-detail models in blender and apply them to a low poly version (which is what this is actually made for, the “steep” mapping is actually just the “extreme” of this).