Your normal maps will, in the end, affect how your height maps, lighting, and ambient occlusion all work—so, getting the intensity settings right is critical to your final result.
- [Instructor] In this chapter of our course…we are going to focus on working…with the relief tools…that are available in Bitmap2Material.…So normal and height information.…In order to get them working…to the best possible advantage…for the material that we are creating.…Just under our frequency controls then…in the parameters panel,…we can see that we have the ability…to control our normal map's intensity…which will typically be the best place…for us to start…when working on the relief properties…of a material,…given that trying to set frequencies…will always be difficult for an effect…that we cannot see.…
Now, just what the intensity option does…speaks for itself really,…in that higher values…if you just increase a slighter amount,…the stronger the relief effect will be.…While the lower the value…the less pronounced the height details will be.…Do keep in mind here…that the intensity of our normal maps…will again affect other areas…of the material.…For instance, higher relief values…will cause areas of a surface…to catch up, reflect more light…
- Bitmap2Material UI
- Exploring the parameters area
- Bitmap2Material Lite
- Loading Bitmap2Material
- Adjusting output size
- Changing the colors in an input bitmap
- Using the low, mid, and high frequency controls
- Setting the Roughness Value
- Setting the AO balance
- Loading your maps into Unreal Engine
Skill Level Intermediate
1. The Bitmap2Material UI
2. Bitmap2Material in Substance Designer
3. The Global Controls
4. Fixing the Base Color Map
5. Using the Relief Controls
6. Building a Roughness Map
Setting the Roughness Value2m 18s
7. Generating Ambient Occlusion
8. Saving and Testing Your B2M Texture
What's next?1m 43s
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