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: | [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 ([[ | + | (5:42) Object-space maps can be mirrored ([[NormalMap#OSNM|why]]) |
− | (6:10) Mirroring isn't always flawless ([[ | + | (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 ([[ | + | (6:45) 90 degree angles aren't bad since he's using a projection cage instead of a distance-based raycast ([[NormalMap#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 ([[ | + | (11:00) UVs aren't good because some seams are overlapping ([[NormalMap#EP|why]]) |
([# why]) ([# why]) ([# why]) ([# why]) ([# why]). | ([# why]) ([# why]) ([# why]) ([# why]) ([# why]). |
Revision as of 22:05, 5 July 2010
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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