Difference between revisions of "Racer445 Normal Map Issues"

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* Return to [[Polycount|Main Page]]<br> Return to ["Normal Map"]
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* 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"]''<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] 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 ([wiki:Self:Normal_Map#OSNM why])
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(5:42) Object-space maps can be mirrored ([[Normal Map#OSNM|why]])
  
(6:10) Mirroring isn't always flawless ([wiki:Self:Normal_Map#M why])
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(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 ([wiki:Self:Normal_Map#SGAHE why])
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(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 ([wiki:Self:Normal_Map#EP why])
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(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>
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<<BR>>
* Return to [[Polycount|Main Page]]<br> Return to ["Normal Map"]
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* Return to [[Polycount|Main Page]]<<BR>> Return to [[Normal Map]]

Revision as of 19:00, 31 December 1969

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]).

<
>

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