Racer445 Normal Map Issues
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Revision as of 16:19, 9 April 2010 by EricChadwick (Talk)
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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#UB why])
([# why]) ([# why]) ([# why]) ([# why]) ([# why]).
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