Hi guys! I've read the normal map thread but i can't really get what is wrong with my model...
I've got quite a lot of detail on zbrush, but after exporting the normal maps with xnormal, my mesh gets washed out... i just wanted to know if this kind of problem is the common (since the amount of polygons is significantly reduced) or if I'm making something wrong...
For instance, is there a proportional reduction ratio to the amount of polygons of the high mesh to the low? If My model is 200k on high, the low shoulld be 200?
Take a look at the high model and normal maps and, if you may, tell me what is wrong:
Shirt
Shoe Lace
The low poly version is on sketchfab.
https://sketchfab.com/models/377ddfcaec0646fd9c7f58d6a12fe057You see? washed out details... Is it the auto uv maps that are incorrect, the low poly version that is to loow to genarate a good enough normal map, some mistake while baking...
Thanks!
Replies
Do you have a resouce or example on this?
Also, could you show me a good uv setup example?
I'm baking using xnormals and the texture of the shirt is 1k and the shoe lace is 512x512.
As Jfitch said, you need to tile the microdetail onto your texture through the shader if you can't have higher resolution textures.
Unfortunately, it's difficult to provide a good example for a 'good' uv layout since uvs are so specific per model. Generally with shirts, you can run the uv seam down the actual seams of the cloth. You split the torso into a front and back. The sleeves you can run the seam down the underside and unfold them like cylinders.
Basically think of the uvs as an actual cloth pattern. Unwrap it like the cloth patterns real clothing is made of before sewn together.
RTS games for instance take this to extremes even with geometry to be able to show key features at the desired distance.
You might want to watch this, It's about how Epic Game's Paragon textures their characters. https://youtu.be/toLJh5nnJA8?t=4189
1 hour 10 minutes if the link doesn't skip ahead.