hello
i really need help to understand the normal map once and for all.
i read many threads in polycount and in each one, people are debating about the best practice, some says using 1 smothing group is the best method other says different smothing group is better.... anyway i'm running some test here to better understand the normal map and here is what i end up with
definitely the avreage cage sucks, i dont know what's the utility of using it, and still cant get rid of the black edges though i did everything by the book :poly142:
Replies
nah it dosent work, that only flip the direction of the gadient and still have distorion on the edges
I got some now and if you want, i could check what you may be doing wrong.
I use Max (2010) and xNormal.
Just pm me : )
The best thread I've found here is this one and it works perfectly for me : http://www.polycount.com/forum/showthread.php?t=107089
Really simple, the hi poly with the rounded edges, the low poly without smooth group, and a cage with one smooth group for all the mesh.
thank you nice thread :thumbup:
My test bakes worked perfectly in new max scenes but NOT in the one you had.
I´m still quite sure it´s something with your Max settings.
Normal Map
Now, here's what Ive got when I loaded the bake results with a very basic hlsl shader, the simplest you can imagine (I have written it a long time ago):
Max result
Aye, it looks awfully. But if you go ahead and import all your assets to the game engine of your choice:
UDK preview
It suddenly starts to be as its supposed. Its because video game engines use normal maps in a very peculiar way. I can assure you (and I know it from my own experience) that if you enter the same input to the idTech4 or Unity (besides that you have to flip the green channel in xNormal or Photoshop), youll obtain the same results.
Id like also like to point out two issues that I've spotted in your second bake. First, let your UV islands breath - you've assigned a 16px padding, but the spacing between most of your UV chunks almost does not exist. Secondly, the edge padding should depend on the output resolution - if you bake 1k map, set padding to sth around 3 or 4px. Your "black edges" problem arises not only from a hopeless 3ds Max viewport ability to render real-time content, but also in a lack of padding in some areas.