#Texture #gameart breakdown of #BreathoftheWild
Some cool things like why their normal maps look weird
These are the source files ripped from the WiiU version (I dont condone such actions) but it is cool to see behind the scenes ;)
#gamedev #polycount #unity #ue4
So this trick is not really new, examples can be found in valve games and things like quake. So it is possible to calculate the blue channel of a normal map when you only have R & G. So there are many games that calculate B in the shader.
This means with just the albedo and normal map you have:
Color
Normal
Smoothness
everything they needed for most materials is stored in just two textures except for an extra metalness map every now and then
Something else to note. There are no textures over 1024 res and even that is rare-ish. The normal maps are always half the res of the albedo. So all the textures that are 512x512 have normals that are 256x256. Seems low but the game still looks great with its art style.
Hope you liked this! I learned a lot from reading sources. A cool source I recommend reading is DXT compressions: nvidia.com/object/real-ti…
and also the polycount page for normals.
wiki.polycount.com/wiki/Normal_map