, 9 tweets, 5 min read Read on Twitter
Thread 1/?

#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
2/?

So why do the normals look weird? Normals look green because they removed all normal info from the blue channel and instead store their glossiness map there. So normal maps need just R & G channels? No.

(second pic is smoothness stored in B channel of normal)
3/?
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.
4/?
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
5/?

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.
6/?

Just about everything is trims, tileables, and floating "decal" meshes. Not exactly using a decal shader just geo floating. Even Gannon's cocoon is made that way as you can see below by its textures.

(more coming sooon)
7/?
details like the gold swirls on the corners there are just meshes that float just above the stone model. You can make out the transparency of the mask on it.
Same thing for trim details on walls but these tile linear.
8/9
You can see where the the mesh of plaster ends via a mask on transperency. The plaster is a seperate mesh that goes on top of the brick model kind of like a hat!
9/9

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
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