Difference between revisions of "Talk:Normal map"

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(Page organization ideas:)
 
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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.  [[User:Throttlekitty|Throttlekitty]] ([[User talk:Throttlekitty|talk]]) 14:41, 7 August 2014 (EDT)
 
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.  [[User:Throttlekitty|Throttlekitty]] ([[User talk:Throttlekitty|talk]]) 14:41, 7 August 2014 (EDT)
 
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Fixed it.
+
: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.
 
# "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.
 
# Then I edited that redirect to point to Normal Map. Which fixed the problem.
Line 7: Line 7:
 
# Then I moved "Normal Map" to "Normal map".
 
# Then I moved "Normal Map" to "Normal map".
 
[[User:EricChadwick|EricChadwick]] ([[User talk:EricChadwick|talk]]) 11:18, 8 August 2014 (EDT)
 
[[User:EricChadwick|EricChadwick]] ([[User talk: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:
 +
** [http://www.polycount.com/forum/showthread.php?t=81154 Understanding averaged normals and ray projection/Who put waviness in my normal map?]
 +
** [http://www.polycount.com/forum/showthread.php?t=107196 You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts]
 +
** [http://www.polycount.com/forum/showthread.php?t=116899 Official handplane support thread - Now freeware!!]
 +
** [http://www.polycount.com/forum/showthread.php?t=152467 The best kind of beveling ?]
 +
** [http://farfarer.com/resources.htm RNM Normal Map Combiner], by [http://www.farfarer.com/ James "Farfarer" O'Hare]
 +
** [http://vincentcallebaut.com/CombineNormal.html Combine Normal], by [http://vincentcallebaut.comVincent "Vincentt" Callebaut], [http://www.polycount.com/forum/showthread.php?t=131819 Combine normal maps script for Photoshop] Polycount Forum thread.
 +
** [http://www.polycount.com/forum/showpost.php?p=2226864&postcount=51 Earthquake on separating smoothing groups in the UV]
 +
** [http://www.polycount.com/forum/showpost.php?p=2225535&postcount=40 JedTheKrampus on offsetting Mirrored UVs]
 +
** [http://www.polycount.com/forum/showthread.php?t=148303 Of Bit Depths, Banding and Normal Maps]
 +
** [http://www.polycount.com/forum/showthread.php?t=147227 Skew you buddy! Making sense of skewed normal map details.]
 +
** [http://www.polycount.com/forum/showthread.php?t=146667 A Practical Guide On Normal Mapping For Games]
 +
** [http://www.polycount.com/forum/showthread.php?t=144715 Skewmesh Tutorial]
 +
** [http://www.laurenscorijn.com/future-xoliulshader-support.html Future Xoliulshader support] = why Xoliulshader doesn't work properly in 3ds Max 2013/2014.
 +
- [[User:EricChadwick|EricChadwick]] ([[User talk:EricChadwick|talk]]) 12:36, 9 May 2015 (EDT)
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----
 +
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
 +
 +
[[Texture Baking]]
 +
* 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
 +
 +
- [[User:EricChadwick|EricChadwick]] ([[User talk:EricChadwick|talk]]) 10:55, 12 May 2015 (EDT)

Latest revision as of 10:55, 12 May 2015

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.
  1. "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.
  2. Then I edited that redirect to point to Normal Map. Which fixed the problem.
  3. I deleted "Normal map", now a search goes right to Normal Map where the content is.
  4. Then I moved "Normal Map" to "Normal map".

EricChadwick (talk) 11:18, 8 August 2014 (EDT)


To do:

- 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

Texture Baking

  • 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)

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