Difference between revisions of "Racer445 Normal Map Issues"
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− | * Return to [[Polycount|Main Page]]< | + | * Return to [[Polycount|Main Page]]<br> Return to ["Normal Map"] |
− | [http://cg.tutsplus.com/tutorials/autodesk-3ds-max/how-to-bake-a-flawless-normal-map-in-3ds-max/ How to Bake a Flawless Normal Map in 3ds Max] by ''[http://racer445.com/ "racer445"]''< | + | [http://cg.tutsplus.com/tutorials/autodesk-3ds-max/how-to-bake-a-flawless-normal-map-in-3ds-max/ How to Bake a Flawless Normal Map in 3ds Max] by ''[http://racer445.com/ "racer445"]''<br> is a great overall introduction to normalmapping, but there are some important corrections to make: |
− | (5:42) Object-space maps can be mirrored ([ | + | (5:42) Object-space maps can be mirrored ([wiki:Self:Normal_Map#OSNM why]) |
− | (6:10) Mirroring isn't always flawless ([ | + | (6:10) Mirroring isn't always flawless ([wiki:Self:Normal_Map#M why]) |
− | (6:45) 90 degree angles aren't bad since he's using a projection cage instead of a distance-based raycast ([ | + | (6:45) 90 degree angles aren't bad since he's using a projection cage instead of a distance-based raycast ([wiki:Self:Normal_Map#SGAHE why]) |
(9:39) In-game vertex count for a hard-edged model is not more than a bevelled model ([http://www.ericchadwick.com/examples/provost/byf2.html#wts why]) | (9:39) In-game vertex count for a hard-edged model is not more than a bevelled model ([http://www.ericchadwick.com/examples/provost/byf2.html#wts why]) | ||
− | (11:00) UVs aren't good because some seams are overlapping ([ | + | (11:00) UVs aren't good because some seams are overlapping ([wiki:Self:Normal_Map#UB why]) |
([# why]) ([# why]) ([# why]) ([# why]) ([# why]). | ([# why]) ([# why]) ([# why]) ([# why]) ([# why]). | ||
− | < | + | <br> |
− | * Return to [[Polycount|Main Page]]< | + | * Return to [[Polycount|Main Page]]<br> Return to ["Normal Map"] |
Revision as of 15:19, 9 April 2010
- Return to Main Page
Return to ["Normal Map"]
How to Bake a Flawless Normal Map in 3ds Max by "racer445"
is a great overall introduction to normalmapping, but there are some important corrections to make:
(5:42) Object-space maps can be mirrored ([wiki:Self:Normal_Map#OSNM why])
(6:10) Mirroring isn't always flawless ([wiki:Self:Normal_Map#M why])
(6:45) 90 degree angles aren't bad since he's using a projection cage instead of a distance-based raycast ([wiki:Self:Normal_Map#SGAHE why])
(9:39) In-game vertex count for a hard-edged model is not more than a bevelled model (why)
(11:00) UVs aren't good because some seams are overlapping ([wiki:Self:Normal_Map#UB why])
([# why]) ([# why]) ([# why]) ([# why]) ([# why]).
- Return to Main Page
Return to ["Normal Map"]