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] by ''[http://racer445.com/ "racer445"]''<<BR>> is a great overall introduction to normalmapping, but there are some important corrections to make:
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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 ([[NormalMap#OSNM|why]])
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(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]])
 
(6:10) Mirroring isn't always flawless ([[NormalMap#M|why]])
  
(6:45) 90 degree angles aren't bad since he's using a projection cage instead of a distance-based raycast ([[NormalMap#SGAHE|why]])
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(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])
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(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 ([[NormalMap#EP|why]])
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(11:00) UVs have some overlapping seams, no mention of edge padding issues or designing your model for normal mapping. ([[NormalMap#EP|why]])
 
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([# why]) ([# why]) ([# why]) ([# why]) ([# why]).
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* 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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