Difference between revisions of "Racer445 Normal Map Issues"

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(first pass)
 
(11:00 link corrected)
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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#UB why])
+
(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 08:40, 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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