Hey there,
I've just finished my first normal mapped weapon:
424 tris, made in maya. The squares on the end of the cylinders will be alpha mapped.
I'd like some help to produce an occlusion map or whatever it's called, for producing a map with a Global Illumination look to it. I'm not too sure how I do this in maya, although I think mental ray does something like it.
Hope you like it.
el.
Replies
424 tris, made in maya.
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Reading is a very fun ability
I'd be tempted to round out some of the edges of the square shapes with small bevels, shouldn't add too many polys but might make it seem slightly more believable and less boxy in silhouette, the normal map will deal with interior detail.
Keep it up!
for some reason or another, the normal mapping on a simple box is driving me insane.
as you can see, it seems half of the normal map is being generated the right way up, and half not:
anyone know why this is?
As for AO baking, I'd recommend you to check out xNormal utility, because it's very simple to use and generates AO map from high to low poly meshes and it's fast as well. There are some methods to do it in Maya, and here's a tutorial: http://www.alexmunn.com/html/class_levels_shaders.htm - it is a bit more involved and requires you to bake AO map for high poly, and then transfer it with surface sampler back to low poly. Hope it helps a bit.
Good use of normal maps BigL!
So here's the thing: I've tried using world, tangent and object space settings in maya, and also changing the search depth incase it was grabbing from the other side. Still no change Im going to see what happens when I import them into a new scene, then if that fails I'll try with the xNormal.
cheers again, L
I've freezed and reset both object transform nodes, so now they are perfectly alligned, and still - crappy results.
I'm just downloading xNormal now, but what would be different in that to ensure that the normal looks correct?
Also I have tried using mental ray for some AO maps, looking good
L
The side faces appear done, and the normal mapping is in tangent space. But now I have a different problem, one which I presume is quite common. As you can see above, there seems to be an edge created in the normal map making black lines appear instead of bevel looking edges when rendered.
Anyone know why this is, and how I can get rid of it?
el.
Also it could be a UV map seam, if that's the case you should find that any edges which aren't on a seam look fine. And there's no real way to avoid that I think.
as such