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Normal Maps in Mari

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PinkZebra vertex
Hi guys, a Mari newbie here.

I'm currently studying a course in 3D design, and this is our first couple of weeks on Mari.
I'm having a bit of an issue with my normal maps, and sometimes I've noticed these tutorial videos leave out key steps in which wind up messing me up later on.

So. I've set a normal map for my tiled textures for the tree here (screenshot included). All of that seems to be working fine until the tutor reaches a point in the video where he switches to the BRDF shader, hides the colour by changing the diffuse to 'base' and his tree winds up turning grey, showing all the fine details, cracks and hollows from the normal map. I wind up having the coloured tree pictured still, and I'm not sure why that is.

If anyone can help me here, that would be great :) Bear in mind that I'm a newbie though, and not super accustomed to Mari lingo just yet.

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  • onionhead_o
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    onionhead_o polycounter lvl 16
    Base, Im assuming that is your Diffuse. If you have your color maps painted in Base channel, then it will still show color. IF you want Grey you need to create a Grey layer and hide the other layers. And from your screen shot it seems you are viewing it in flat shaded mode. You see those shader ball looking icons up on the menu bar. you should click the next one over, to get a shaded view with the normal bump details. 
  • PinkZebra
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    PinkZebra vertex
    Thank you :) Problem solved!
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