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Showing results for tags 'normals'.
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Hi, I am facing a very weird bug I never saw before... I am working on a lace face mask. I use GLOSSINESS on my lace : https://gyazo.com/f69fc5eeb0319d39afd8ab392e07d1ce I use the ALPHA channel of the NORMAL map (as stated in the WIKI : http://wiki.secondlife.com/wiki/Material_Data) to adjust the GLOSSINESS level. But I do not have the same result when I use my NORMAL Map in Local or after I imported it in SL ! Do you have an idea or the reason of this problem ? GOOD RESULT with the NORMAL map in Local : https://gyazo.com/7bc209f29c3c8e63b6a043dceb468882 BAD RESULT once the NORMAL map is imported in SL : https://gyazo.com/5d7211a002306d328b07eb6b3f2b849e It seems the texture is damaged by the import into SL. But if I save back this damaged texture on my disk from SL, fix it on my disk and import it again, it is damaged again... grrrrrrrrrrrrrrrr It drives me nuts!
Is displaying a rich velvet texture such as silk velvet at all possible using specular and normals maps? Or can it not handle something like that? I haven't really seen materials enabled velvet textures that look like the real thing just by browsing the marketplace, so would it just have to be baked or painted in? Shiny things seem easy to make and map but something like this seems too complex for SL yeah? See the photo link for what I mean, with silk velvet the light is reflected more from the fibers that are on the side or edge of whatever it's wrapping around rather than from the front.