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 ([[Normal Map#OSNM|why]]) |
− | (6:10) Mirroring isn't always flawless ([ | + | (6:10) Mirroring isn't always flawless ([[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 ([[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 ([[Normal Map#EP|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 [[NormalMap]] |
Revision as of 21:59, 5 July 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 (why)
(6:10) Mirroring isn't always flawless (why)
(6:45) 90 degree angles aren't bad since he's using a projection cage instead of a distance-based raycast (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 (why)
([# why]) ([# why]) ([# why]) ([# why]) ([# why]).
<
>