Difference between revisions of "Racer445 Normal Map Issues"
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− | + | [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] <<BR>> is a great overall introduction to normalmapping, but there are a few corrections to make: | |
− | + | (5:42) Object-space maps CAN be mirrored using special shaders, but requires specific support for the feature which is not too common. ([[NormalMap#OSNM|why]]) | |
− | ( | + | (6:10) Mirroring isn't always flawless ([[NormalMap#M|why]]) |
− | (6: | + | (6:45) 90 degree angles aren't always bad since he's using a projection cage instead of a distance-based raycast, however hard surface/mechanical models generally require smoothing and UV splits at sharp angles unless the tangent basis is synced between baking program and renderer. There was no mention of the tangent-basis issue as the tutorial was created before the topic was common among artists. ([[NormalMap#SGAHE|why]]) ([[NormalMap#Tangent_Basis|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 have some overlapping seams, no mention of edge padding issues or designing your model for normal mapping. ([[NormalMap#EP|why]]) | |
− | + | ||
− | (11:00) UVs | + | |
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− | + | ||
<<BR>> | <<BR>> | ||
* Return to [[Polycount|Main Page]]<<BR>> Return to [[NormalMap]] | * Return to [[Polycount|Main Page]]<<BR>> Return to [[NormalMap]] |
Latest revision as of 03:45, 29 July 2014
How to Bake a Flawless Normal Map in 3ds Max <
> is a great overall introduction to normalmapping, but there are a few corrections to make:
(5:42) Object-space maps CAN be mirrored using special shaders, but requires specific support for the feature which is not too common. (why)
(6:10) Mirroring isn't always flawless (why)
(6:45) 90 degree angles aren't always bad since he's using a projection cage instead of a distance-based raycast, however hard surface/mechanical models generally require smoothing and UV splits at sharp angles unless the tangent basis is synced between baking program and renderer. There was no mention of the tangent-basis issue as the tutorial was created before the topic was common among artists. (why) (why)
(9:39) In-game vertex count for a hard-edged model is not more than a bevelled model (why)
(11:00) UVs have some overlapping seams, no mention of edge padding issues or designing your model for normal mapping. (why)
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