First images of Earthquake are missing, shame is a perfect post to explain hard normals to my students, anyone has a pdf. or something with the post? thanks
TannedBatman said:I have a vehicle composed of multiple parts e.g shell chair and details on the inside. Just wondering if anyone knew how to make it so the uvs are scaled the same across all the objects. Im using automatic mapping for this since its for a render not a game and I wont be using photoshop. Ive pressed automatic map and changed the scale but that doesnt seem to do it. Didnt think any pictures were necessary. cheers.
I have a vehicle composed of multiple parts e.g shell chair and details on the inside. Just wondering if anyone knew how to make it so the uvs are scaled the same across all the objects. Im using automatic mapping for this since its for a render not a game and I wont be using photoshop. Ive pressed automatic map and changed the scale but that doesnt seem to do it. Didnt think any pictures were necessary. cheers.
Hey guys, I'm having a slight issue with unwrapping certain type of polygons.I have a break along this lineand when I unwrap this part (simple quick planar map, quick peel) it unwraps fine. Straight line of polygons.But when I unwrap this partit doesn't seem to do the job.It still unwraps as a circle on my map, and I don't want that.I don't understand. What's the difference? There's a break in the same exact spot on both of these and from a technical point of view it's basically the same shape.Could you help me out here? Thanks
@kat_sta Are you talking about the padding? Certain programs will add padding around UV shells to protect against edge and color bleed when mipping down, also to prevent unsightly seems. Basically takes the edge pixels and fills in the spaces between the UV shells with the sampled colors. My guess would be that 3D coat did it because that's wehre you painted the map. To fix this on the export window of 3D Coat there is a checkbox to turn off padding.
Interesting modeling technique, Hawk. Looks like a lot of spline work? Also are you cutting the panels straight from the body shape after the fact, not just modeling them in? Man, so much has changed since I worked in the industry. I'm just getting back into it recently and have gone down this deep rabbit hole of trying to perfect my meshes for normal baking. I was like most here in 2012, cranked out normal maps and called it a day with little understanding of how to make them properly lol.
I was a Car Artist on Forza Motorsports too, though it doesn't look like we worked on the same projects. I was there for FM5 and the launch of the Xbox 1.
Excuse me what u mean? about the VRAM I have to create a new and separated normal map in order to avoid tbe VRAM increases? (cause I know that u can rebake the normal map from the LOD0 to the LOD1)
So I understand that, if you rebake the LOD0 normal to the others LODs (LOD1,2.3.) you´ll don´t have problems with the VRAM is what I understood true or false?
hope u guys can help me 😊
It's just that
more textures = more ressources = not good
less textures = less ressources = good
All LODs using the same normalmap (just downresed) = good.
Each LOD requiring a specifically baked normalmap = not good, and a needlessly convoluted and time-wasting creation pipeline.
Quite self-explanatory :)
I'm currently making an anime style character for a game, and i'm a bit confused regarding normal maps. So, do i even need normal maps when creating an anime character that will be toon shaded? Because, as it seems to me, all of the small details on these types of models are hand painted, and not made with normal maps. So my workflow would for texturing would be: Retopologize Model -> UV Unwrap -> Handpaint the Textures
Or am i misunderstanding something fundamental?
I'm mainly referencing to character models used in Genshin Impact and some of these:
Usually anime characters use custom normals modeled into the character to control shading. Tiny details might need normal maps to really pop, but not everywhere.
Normal maps aren't explicitly needed or not needed for any particular type or style of asset. I would think of it this way:
For something cartoon style, normal maps can be helpful to add small, dynamic details that affect shading but would otherwise be too expensive or cumbersome to model in. For instance, if you want individual strands or small clumps of hair to influence the shading, it may not be practical to model those.
You can paint finer details in the albedo map and such, but these are no longe dynamic effects and will not update if the asset moves through different lighting environments.
It's important to differentiate between hand-painted assets with static lighting, and NPR (non-photorealistic) cartoon-style rendering with dynamic lighting. There's a wide range of potential art styles between the two. There is no singular "anime" art style either, there are many styles in that genre.
Aight thank you very much for the answers.
I have some details that i want to be affected by lighting, for example the cuts in the cloth in the mesh below.
As you can see i applied a normal map on this mesh, but how do i now achieve this flat look that's characteristic for anime characters? I dont really get how both things, normal map and the flat look of anime characters, work together. Do i now just paint on this mesh, with the normal map applied?
For reference, this is a similar piece of mesh used in the Demon Slayer Game:
Thanks for any advice!
Definitely watch this talk, it's inspired how most anime and cell shading art styles in games are done today.
Thank you, very insightful video!