this post was submitted on 14 Sep 2023
7 points (100.0% liked)
GameDev
638 readers
1 users here now
A community about game development.
Rules:
- Adhere to the general lemmy.blahaj.zone rules (#1 being no homophobia, transphobia, racism or other exclusionary content)
- Self-promotion is fine as long as it's not spammy - share your progress, insights, techniques and mishaps! If you recently posted, update the previous post instead of filling the frontpage with your project
- Hide NSFW/NSFL content behind a clear warning, for example: [NSFW Nudity]
More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! ♥
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
You'll want the most even and flat lighting possible, so pick an overcast day if it's outside, or use soft/diffuse lights if it's inside.
I read something about someone capturing normal maps by bringing a torch and taking pictures of their texture/material from the exact same angle (use a tripod) and lighting it from above, below, to the left, and right, and then somehow using those to make a normal map by using those pictures as colour channels to build up a normal texture. Sorry if that's really vague. It's all I can remember at the moment.
Edit: I found it. The article uses some old tools but I imagine the process is similar.