hi guys, i been tryin to figure out this whole normal mapping business today with little success...
Im using Max 7's render to texture and my problem is the normalmap seems to be baked by the low poly mesh or somethin?
Here is my two objects:
One is a edit polygon cylinder with a unwrap modifier on top and the other is a edit poly cylinder with a meshsmoot modifier (iterations 3) on top.
I followed the tutorial Mop wrote over at CGChat and also the videotut at the discreet website to the bone but when i render my normalmap i get this:
ive tried every freakin option in there, like unchecking the sub-object level for the projection mapping etc etc
finally this is what the normal looks mapped to the object
hope someone can help, this is getting mighty frustrating
Replies
I think a combination of the size difference between the base and hi-poly model and the possible scaling of the projection cage could cause those distortions. That and there are inherent issues with mapping cylindrical objects.
You can always take the normal map you have their and straighten out those lines by hand.
sry if the pics dot show, im workin on it
Edit: pics back up..
Anyways, i was wondering if this is a "normal" workflow when henerating the maps. Meanin do i often have to detach surfaces etc when generating more complex maps for examle a full character?