Bitmap2Material 2.0 [AVAILABLE]

Hello guyz,

We just released Bitmap2Material 2.0, a new version of our lovely Bitmap2Material which was already adopted by thousands of Unity users.

Among the new features:

  • Huge improvement of several key algorithms such as Ambient Occlusion and Normal Map extractions, as well as light cancelling techniques, making B2M 2.0 by far the most advanced material extraction tool out there.
  • New controls over the diffuse map such as hue, contrast and saturation, directly within the substance, avoiding the need to exit B2M to go into an image processing tool.
  • Last but not least, now our versatile 15 Grunge Maps are included by default in the tool, to be combined in a parametric way with your Diffuse, Specular and Normal to instantly add rich details and realism to your material.

As a reminder, B2M allows you to generate full, high quality, seamless tiling materials (normal, height, specular, ambient occlusion) from any bitmap right within Unity.
It is also a great and simple tool to make your games smaller: with B2M, you only embed the input photograph, Substance Engine then generates all the outputs at install or run time, leading to huge space savings!

You can view the full features here.

The package is available for $150, and we can provide an upgrade for $50 for people who bought B2M 1.x on the asset store. To do so, just send us by mail a proof of purchase (invoice, screenshot, etc.).

Of course, B2M 1.6 will remain on the store for people who would need to download it again.

Cheers!
Nico

Is the Normal Map export issue I reported (and posted in your other thread) fixed in B2M 2.0?
Does B2M 2.0 work with Unity 3.5.x?

Yes, it works with Unity 3.5.
The normal map export issue is simply a matter of parameters which are different between your exports (as it was explained), so no bug about it :slight_smile:

Cheers,

Spent the last few days going back and forth with Alexis and here’s a quick recap: The issue is that all exported textures aren’t using the correct Substance material settings when they are saved and is a regression from 3.5.4 (doesn’t work in 3.5.6 or 3.5.x) but was fixed for 4.0. Fortunately, you can work around the issue in 3.5.6 by tweaking one of the Substance material settings in the inspector before exporting. I’ve tested this and it works.

Thanks Alexis, Nicolas and Eric for your help!