Difference between revisions of "Racer445 Normal Map Issues"
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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]) | (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# | + | (11:00) UVs aren't good because some seams are overlapping ([wiki:Self:Normal_Map#EP why]) |
([# why]) ([# why]) ([# why]) ([# why]) ([# why]). | ([# why]) ([# why]) ([# why]) ([# why]) ([# why]). |
Revision as of 07:40, 10 April 2010
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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 ([wiki:Self:Normal_Map#OSNM why])
(6:10) Mirroring isn't always flawless ([wiki:Self: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])
(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 ([wiki:Self:Normal_Map#EP why])
([# why]) ([# why]) ([# why]) ([# why]) ([# why]).
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