Talk:Normal map
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Revision as of 09:55, 12 May 2015 by EricChadwick (Talk | contribs)
This page doesn't show up in a search for "normal map", I don't think articles like this should be plural; Normal Maps should redirect to Normal Map. Throttlekitty (talk) 14:41, 7 August 2014 (EDT)
- Fixed it.
- "Normal map" was auto redirecting to "Normal Maps" for some reason, so I had to click on the "redirected from Normal map" link at top.
- Then I edited that redirect to point to Normal Map. Which fixed the problem.
- I deleted "Normal map", now a search goes right to Normal Map where the content is.
- Then I moved "Normal Map" to "Normal map".
EricChadwick (talk) 11:18, 8 August 2014 (EDT)
To do:
- Update the page to incorporate the latest info. Remove the inaccuracies. Move extra info to new pages.
- Make it concise. Should be quick for newbs to find the best workflow.
- Add data from these threads:
- Understanding averaged normals and ray projection/Who put waviness in my normal map?
- You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts
- Official handplane support thread - Now freeware!!
- The best kind of beveling ?
- RNM Normal Map Combiner, by James "Farfarer" O'Hare
- Combine Normal, by "Vincentt" Callebaut, Combine normal maps script for Photoshop Polycount Forum thread.
- Earthquake on separating smoothing groups in the UV
- JedTheKrampus on offsetting Mirrored UVs
- Of Bit Depths, Banding and Normal Maps
- Skew you buddy! Making sense of skewed normal map details.
- A Practical Guide On Normal Mapping For Games
- Skewmesh Tutorial
- Future Xoliulshader support = why Xoliulshader doesn't work properly in 3ds Max 2013/2014.
- EricChadwick (talk) 12:36, 9 May 2015 (EDT)
Page organization ideas:
What is a Normal Map?
Summary.
Breakout pages: Normal Map Technical Details
- Tangent-Space vs. Object-Space
- Converting Between Spaces
- Tangent Basis
- RGB Channels
- Common Swizzle Coordinates
- Normal Map Compression
- Synched Workflow
- UV Coordinates
- Triangulation
- Reset Transforms
- Cages
- Intersections
- Edge Padding
- Anti-Aliasing
- Wavy Lines
- Pixel Artifacts
- Transparency
- High Poly Materials
2D Workflow
Summary.
- 2D Normal Map Tools:
- Nvidia Photoshop Filter
- Crazy Bump
- NDO
- DDO
- Substance Designer
- Flat Color
- Blending Normal Maps Together
- Pre-Created Templates
- Re-Normalizing
- Ambient Occlusion into a Normal Map
- Back Lighting
3D Workflow
Summary.
Breakout pages: Normal Map Modeling
- High-Poly Modeling Tricks
- Sloped Extrusions
- Edge Thickness
- mental ray Round Corners Bump
- Floating Geometry
- Beveling
- Smoothing Groups & Hard Edges
- Mirroring
- LODs
Tutorials
Warning about prevalence of misinformation.
- Tutorials
- Related Pages
- 3D Tools
- 2D Tools
- Discussion
- EricChadwick (talk) 10:55, 12 May 2015 (EDT)