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Game Development and Simulation with Unreal Technology
book

Game Development and Simulation with Unreal Technology

by Alireza Tavakkoli
August 2015
Intermediate to advanced
701 pages
23h 35m
English
CRC Press
Content preview from Game Development and Simulation with Unreal Technology
Materials in Unreal Engine 225
To achieve more depth, we also adjusted the normal map a little. If you re-
member from o ur d iscussion of normal maps from a previous tutorial, e ach pixel
in the normal map repr esents a three-dimensional vector, perpendicular to the
surface at the location of the pixel. The R, G, and B, values of the normal map
pixels represent the X, Y, and Z values o f the normal vector.
The Z-value represents the len gth of the vector perpendicular to the surface,
if the surface were a flat plane. The larger the Z-value is in comparison to the
X and Y values, the mor e flat the surface will look like. In or der to m agnify the
3D look of our material we can multiply each channel of the norm al map with a
value. If the Red and Green ...
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Publisher Resources

ISBN: 9781498706254