Difference between revisions of "Racer445 Normal Map Issues"

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(fixed link to NormalMap page)
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* Return to [[Polycount|Main Page]]<<BR>> Return to [[Normal Map]]
 
  
 
[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:

Revision as of 23:04, 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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