Difference between revisions of "Face weighted normals"
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EricChadwick (Talk | contribs) (→FWN Tools: https://github.com/pmnuckels/wnormals) |
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== FWN Tools == | == FWN Tools == | ||
− | * 3ds Max: [https://github.com/ | + | * 3ds Max: [https://github.com/pmnuckels/wnormals wnormals] by Martijn Buijs |
* Blender: [https://www.blend4web.com/en/article/131/ Normal Editor] by Blend4Web | * Blender: [https://www.blend4web.com/en/article/131/ Normal Editor] by Blend4Web | ||
* Maya: [http://wiki.polycount.com/wiki/VertexNormal#mig_Normal_Tools mig Normal Tools] by Mika Göös | * Maya: [http://wiki.polycount.com/wiki/VertexNormal#mig_Normal_Tools mig Normal Tools] by Mika Göös | ||
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== More Information == | == More Information == |
Latest revision as of 13:32, 25 April 2019
Face weighted normals (FWN) is a technique to improve shading for 3d models. Shading can be improved by adding bevels and altering the vertex normals to be perpendicular on the larger flat polygons. This forces the shading to be blended across the smaller bevel faces, rather than across the entire model.
However, the added bevels will often create long thin triangles, which can significantly reduce rendering performance. See Counting Quads.
- I'm an tech artist in the industry and I'd love to clear up some misconceptions about rendering and game art workflows that I frequently see in comments from SC fans
- Decal technique from Star Citizen Polycount Forum thread
- A short explanation about custom vertex normals (tutorial) Polycount Forum thread
- Face weighted normals Polycount Forum thread
- Weighted Vertex Normals
- FrostSoft: SHADING INTERPOLATION (VNT documentation/ Superspecular soft edges)
- Superspecular soft edges tutorial chapter 1 Polycount Forum thread
FWN Tools
- 3ds Max: wnormals by Martijn Buijs
- Blender: Normal Editor by Blend4Web
- Maya: mig Normal Tools by Mika Göös