Bump Map

Hello

I’m new to unity and was hoping if someone who could help me with applying bump information to objects

the object on the left has no bump information

what i would like to know is their a simple way of adding a texture2623111--184235--2q.png

to get universal tiling of that texture

Any Help would be greatly appreciated :slight_smile:

I think what you are looking for is tri-planar texturing.

Although, if you are trying to achieve a “bump” effect in Unity, you should be using normal maps rather than occlusion.

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Thankyou so much for the you insight i really do appreciate it.

defiantly going for bump , just trying the path of least resistance.

This is in Z-brush


the bump pathway i barely know is create a normal map for the model in unity
model has been decimated

i use the zbrush to keyshot bridge alot. my query is the surface noise created in zbrush can be sent over to keyshot without the need for a high resolution model . is this possible in unity?

There are tutorials on exporting from Zbrush to Unity or other game engines. You need to create UVs for your mesh and generate a normal map of the highest sub div. I have no idea if the Zbrush process for this will also bake out bump maps into the normal maps. Search for Zbrush to Unity and follow one of the tutorials. It doesn’t matter if they’re for an older version of Unity as the major parts of the process is going to remain the same.

By default the included Unity shaders do not have support for bump mapping. You can import bump maps textures into Unity and convert them to normal maps, but the results are kind of crummy. People have written their own shaders to support bump mapping, but a lot of real time artists don’t actually understand there’s a difference. Even internally Unity’s shaders refer to normal maps as bump maps.

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You should use Legacy Bumped Diffuse or Bumped Specular for that since the standard shader, cmiiw, doesn’t support multiple uv mapping. Then you can set the tilling properties in the Normal Texture to something above 1(like 10 or 100 or s)…

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Actually that’s what detail normals are for on the standard shader.

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Seriously appreciate the reply’s . i realize people can wait days or weeks for answers so it means alot :slight_smile:

i feel like a dick for not replying right away. Than you so much for taking the time to help me out. especially for the fact of linking information that could further enhance something i was trying to implement to the game

Ah, right, I hardly use standard shader so I didnt notice that Secondary Maps field :smile:

Haha, nah, you’re fine. Tri-planar is just a method of procedural texturing, so if you don’t need to, you don’t have to bother with UV mapping unless you want more control or have a non tileable texture.