Revali
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Asset Info favorite | |
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Name | Revali |
Category | Wii U |
Game | The Legend of Zelda: Breath of the Wild |
Section | Non-Playable Characters |
Submitted | June 7, 2017 |
Uploaded By | Trikeboy |
Size |
2.91 MB (16 items) arrow_right
|
Format | ZIP (application/zip) |
Hits | 23,969 |
Comments (9)
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@Lili48: All of the normal maps for Revali appear and work correctly. Are you sure you're using the correct texture and setting up your nodes correctly?

the normal map for revali looks super weird, the colours are so strong that it messes up the shading even with the No Colour option in blender, its fixed by just turning down the normals a lot but its weird that ive not ran into that issue with other models! ^w^

More like the opposite, actually. They give more detail up close.
Read more about normal maps on the polycount wiki: http://wiki.polycount.com/wiki/Normal_map
Read more about normal maps on the polycount wiki: http://wiki.polycount.com/wiki/Normal_map

are they used for when a model is farther away and to render less polygons?

Are you talking about normal maps?
Normal maps are baked from more detailed models, they put the detail from high res models onto lower res models.
Normal maps are baked from more detailed models, they put the detail from high res models onto lower res models.

Why do the bump maps I think they are with the vapor wave like colors load on top of parts of the model? I know barley anything about 3D can someone explain this to me?

oh you have to lock the location of the bones your rotating

Okay...as an artist preparing to make a model with a physiology similar to that of a Rito...does it matter at all if the wings are rotated (like Revali's here) or vertical?

I'm having troubles with the textures and the bump maps. The model has multiple layers and not all of their UVs fit the images.