Difference between revisions of "Talk:Normal map"
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EricChadwick (Talk | contribs) (Page organization ideas:) |
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This page doesn't show up in a search for "normal map", I don't think articles like this should be plural; Normal Maps should redirect to Normal Map. [[User:Throttlekitty|Throttlekitty]] ([[User talk:Throttlekitty|talk]]) 14:41, 7 August 2014 (EDT) | This page doesn't show up in a search for "normal map", I don't think articles like this should be plural; Normal Maps should redirect to Normal Map. [[User:Throttlekitty|Throttlekitty]] ([[User talk:Throttlekitty|talk]]) 14:41, 7 August 2014 (EDT) | ||
+ | ---- | ||
+ | :Fixed it. | ||
+ | # "Normal map" was auto redirecting to "Normal Maps" for some reason, so I had to click on the "redirected from Normal map" link at top. | ||
+ | # Then I edited that redirect to point to Normal Map. Which fixed the problem. | ||
+ | # I deleted "Normal map", now a search goes right to Normal Map where the content is. | ||
+ | # Then I moved "Normal Map" to "Normal map". | ||
+ | [[User:EricChadwick|EricChadwick]] ([[User talk:EricChadwick|talk]]) 11:18, 8 August 2014 (EDT) | ||
+ | ---- | ||
+ | To do: | ||
+ | * Update the page to incorporate the latest info. Remove the inaccuracies. Move extra info to new pages. | ||
+ | * Make it concise. Should be quick for newbs to find the best workflow. | ||
+ | * Add data from these threads: | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?] | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=107196 You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts] | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=116899 Official handplane support thread - Now freeware!!] | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=152467 The best kind of beveling ?] | ||
+ | ** [http://farfarer.com/resources.htm RNM Normal Map Combiner], by [http://www.farfarer.com/ James "Farfarer" O'Hare] | ||
+ | ** [http://vincentcallebaut.com/CombineNormal.html Combine Normal], by [http://vincentcallebaut.comVincent "Vincentt" Callebaut], [http://www.polycount.com/forum/showthread.php?t=131819 Combine normal maps script for Photoshop] Polycount Forum thread. | ||
+ | ** [http://www.polycount.com/forum/showpost.php?p=2226864&postcount=51 Earthquake on separating smoothing groups in the UV] | ||
+ | ** [http://www.polycount.com/forum/showpost.php?p=2225535&postcount=40 JedTheKrampus on offsetting Mirrored UVs] | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=148303 Of Bit Depths, Banding and Normal Maps] | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=147227 Skew you buddy! Making sense of skewed normal map details.] | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=146667 A Practical Guide On Normal Mapping For Games] | ||
+ | ** [http://www.polycount.com/forum/showthread.php?t=144715 Skewmesh Tutorial] | ||
+ | ** [http://www.laurenscorijn.com/future-xoliulshader-support.html Future Xoliulshader support] = why Xoliulshader doesn't work properly in 3ds Max 2013/2014. | ||
+ | - [[User:EricChadwick|EricChadwick]] ([[User talk:EricChadwick|talk]]) 12:36, 9 May 2015 (EDT) | ||
+ | ---- | ||
+ | Page organization ideas: | ||
+ | |||
+ | == What is a Normal Map? == | ||
+ | Summary. | ||
+ | |||
+ | Breakout pages: | ||
+ | [[Normal Map Technical Details]] | ||
+ | * Tangent-Space vs. Object-Space | ||
+ | * Converting Between Spaces | ||
+ | * Tangent Basis | ||
+ | * RGB Channels | ||
+ | * Common Swizzle Coordinates | ||
+ | * Normal Map Compression | ||
+ | |||
+ | [[Texture Baking]] | ||
+ | * Synched Workflow | ||
+ | * UV Coordinates | ||
+ | * Triangulation | ||
+ | * Reset Transforms | ||
+ | * Cages | ||
+ | * Intersections | ||
+ | * Edge Padding | ||
+ | * Anti-Aliasing | ||
+ | * Wavy Lines | ||
+ | * Pixel Artifacts | ||
+ | * Transparency | ||
+ | * High Poly Materials | ||
+ | |||
+ | == 2D Workflow == | ||
+ | Summary. | ||
+ | |||
+ | * 2D Normal Map Tools: | ||
+ | ** Nvidia Photoshop Filter | ||
+ | ** Crazy Bump | ||
+ | ** NDO | ||
+ | ** DDO | ||
+ | ** Substance Designer | ||
+ | * Flat Color | ||
+ | * Blending Normal Maps Together | ||
+ | * Pre-Created Templates | ||
+ | * Re-Normalizing | ||
+ | * Ambient Occlusion into a Normal Map | ||
+ | * Back Lighting | ||
+ | |||
+ | == 3D Workflow == | ||
+ | Summary. | ||
+ | |||
+ | Breakout pages: | ||
+ | [[Normal Map Modeling]] | ||
+ | * High-Poly Modeling Tricks | ||
+ | ** Sloped Extrusions | ||
+ | ** Edge Thickness | ||
+ | ** mental ray Round Corners Bump | ||
+ | ** Floating Geometry | ||
+ | * Beveling | ||
+ | * Smoothing Groups & Hard Edges | ||
+ | * Mirroring | ||
+ | * LODs | ||
+ | |||
+ | == Tutorials == | ||
+ | Warning about prevalence of misinformation. | ||
+ | |||
+ | * Tutorials | ||
+ | * Related Pages | ||
+ | * 3D Tools | ||
+ | * 2D Tools | ||
+ | * Discussion | ||
+ | |||
+ | - [[User:EricChadwick|EricChadwick]] ([[User talk:EricChadwick|talk]]) 10:55, 12 May 2015 (EDT) |
Latest revision as of 09:55, 12 May 2015
This page doesn't show up in a search for "normal map", I don't think articles like this should be plural; Normal Maps should redirect to Normal Map. Throttlekitty (talk) 14:41, 7 August 2014 (EDT)
- Fixed it.
- "Normal map" was auto redirecting to "Normal Maps" for some reason, so I had to click on the "redirected from Normal map" link at top.
- Then I edited that redirect to point to Normal Map. Which fixed the problem.
- I deleted "Normal map", now a search goes right to Normal Map where the content is.
- Then I moved "Normal Map" to "Normal map".
EricChadwick (talk) 11:18, 8 August 2014 (EDT)
To do:
- Update the page to incorporate the latest info. Remove the inaccuracies. Move extra info to new pages.
- Make it concise. Should be quick for newbs to find the best workflow.
- Add data from these threads:
- Understanding averaged normals and ray projection/Who put waviness in my normal map?
- You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
- Official handplane support thread - Now freeware!!
- The best kind of beveling ?
- RNM Normal Map Combiner, by James "Farfarer" O'Hare
- Combine Normal, by "Vincentt" Callebaut, Combine normal maps script for Photoshop Polycount Forum thread.
- Earthquake on separating smoothing groups in the UV
- JedTheKrampus on offsetting Mirrored UVs
- Of Bit Depths, Banding and Normal Maps
- Skew you buddy! Making sense of skewed normal map details.
- A Practical Guide On Normal Mapping For Games
- Skewmesh Tutorial
- Future Xoliulshader support = why Xoliulshader doesn't work properly in 3ds Max 2013/2014.
- EricChadwick (talk) 12:36, 9 May 2015 (EDT)
Page organization ideas:
What is a Normal Map?
Summary.
Breakout pages: Normal Map Technical Details
- Tangent-Space vs. Object-Space
- Converting Between Spaces
- Tangent Basis
- RGB Channels
- Common Swizzle Coordinates
- Normal Map Compression
- Synched Workflow
- UV Coordinates
- Triangulation
- Reset Transforms
- Cages
- Intersections
- Edge Padding
- Anti-Aliasing
- Wavy Lines
- Pixel Artifacts
- Transparency
- High Poly Materials
2D Workflow
Summary.
- 2D Normal Map Tools:
- Nvidia Photoshop Filter
- Crazy Bump
- NDO
- DDO
- Substance Designer
- Flat Color
- Blending Normal Maps Together
- Pre-Created Templates
- Re-Normalizing
- Ambient Occlusion into a Normal Map
- Back Lighting
3D Workflow
Summary.
Breakout pages: Normal Map Modeling
- High-Poly Modeling Tricks
- Sloped Extrusions
- Edge Thickness
- mental ray Round Corners Bump
- Floating Geometry
- Beveling
- Smoothing Groups & Hard Edges
- Mirroring
- LODs
Tutorials
Warning about prevalence of misinformation.
- Tutorials
- Related Pages
- 3D Tools
- 2D Tools
- Discussion
- EricChadwick (talk) 10:55, 12 May 2015 (EDT)