Racer445 Normal Map Issues

From polycount
Revision as of 07:40, 10 April 2010 by EricChadwick (Talk)

Jump to: navigation, search
  • Return to Main Page
    Return to ["Normal Map"]

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]).


  • Return to Main Page
    Return to ["Normal Map"]
Personal tools
Namespaces

Variants
Actions
Navigation
Tools