There's Assets\Textures\heatwave_normal.dds normal, for example. It's wavy. And can be uv-animated.
Or maybe you can create a combined mateirla with 3 standard materials in it, based on that heatwave normal, with different uv-offset for the each one, and create a global loop animation to make a 3-phase transparency change loop for these 3 materials.
Also, add an alpha mask for those materials with any of "glow" textures, to make it be brighter in center.
Sc2 normal map standard is a bit different, it uses G and A channels. And G is inverted. To turn usual normal to sc2 format, you need to copy R channel to A. And invert G. (By some reason inverting G wasn't required for your normal map, probably because the way you created it).
R and B channels can have anything, usually they white and black. But to save space, you can put there specular and emissive maps.
Usually people create 2 kinds of normals: the tangent-space one, which is when you create high and low poly meshes, and bake the high on. And another kind is the one based on texture.
You can make low and high poly meshes in max, then export them and bake in XNormals. And to generatediffuse based normal, you can use nDo2 program.
And then one of the normal maps should be mixed with another one with overlay layer mode.
Your normal map is empty. But it's not jsut empty. Its alpha channel is white. Which means a huge slope. And this is what fucks the look of the model.
If you fill the alpha layer with 127 gray, it will look ok. But empty normal map is useless. Model's smoothing is used as a kind of normal map when normal texture is absent. And by adding empty normal map, you change nothing. It can add details if contains some information. Check sc2 normal maps.
@Kailniris2: Go
Yes, for this you need to use flipbook feature of material's layer.
I don't know how it's done. Last time we talked about it with Delphinium, he also didn't know.
@Kailniris2: Go
There's no "standard water" normals. But I also found these: Assets\Textures\biodomewater_normal.dds and Assets\Textures\waterfalledge_normal.dds
They look close to that ripple.
@Kailniris2: Go
Is it animated?
There's Assets\Textures\heatwave_normal.dds normal, for example. It's wavy. And can be uv-animated.
Or maybe you can create a combined mateirla with 3 standard materials in it, based on that heatwave normal, with different uv-offset for the each one, and create a global loop animation to make a 3-phase transparency change loop for these 3 materials.
Also, add an alpha mask for those materials with any of "glow" textures, to make it be brighter in center.
@Kailniris2: Go
I failed to understand your question, try to reask with other words.
@djt312: Go
Sc2 normal map standard is a bit different, it uses G and A channels. And G is inverted. To turn usual normal to sc2 format, you need to copy R channel to A. And invert G. (By some reason inverting G wasn't required for your normal map, probably because the way you created it).
R and B channels can have anything, usually they white and black. But to save space, you can put there specular and emissive maps.
Usually people create 2 kinds of normals: the tangent-space one, which is when you create high and low poly meshes, and bake the high on. And another kind is the one based on texture.
You can make low and high poly meshes in max, then export them and bake in XNormals. And to generatediffuse based normal, you can use nDo2 program.
And then one of the normal maps should be mixed with another one with overlay layer mode.
@djt312: Go
Your normal map is empty. But it's not jsut empty. Its alpha channel is white. Which means a huge slope. And this is what fucks the look of the model.
If you fill the alpha layer with 127 gray, it will look ok. But empty normal map is useless. Model's smoothing is used as a kind of normal map when normal texture is absent. And by adding empty normal map, you change nothing. It can add details if contains some information. Check sc2 normal maps.
Attach your normal map file