I have been messing with this tire all night. No matter what of projection I use. I will not produce the normal map of the tire correctly. Ive attached a screenshot. I've moved the the original tire beside the low poly one, so you can see the type of tread it should be and on the right in my uvw editor, you can see the normal map it produces.
does anyone have any idea why this happening.
www.billa1.com/images/pics/tire_screen.jpg
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[edit] By the way! How did you model that tire? Using some sort of radial symmetry technique?
Thanks for the help, but I may be coming back to you on that becuase that pretty much went right over my head.
for the high poly model, i chose one strip of the tread that I knew I could tile, modeled it completely, from one side to the other. the arrayed that object 85 times. attached all of them together and welded the verts.Then just applied a bend modifier. If you want to see some images of the process let me know.
High poly modeling has never been my problem, its this god-forsaken low poly modeling that im struggling with
Thanks again for the help
edit, I read that again, You mean i need to bevel all my edges on the high detail car. Jesus that will take a while
If you beveled the edges there would be a tiny bit more detail that might make it into the normal map. You can also angle the "walls" of the trenches in thread so they stand a better chance of being captured by RTT when it takes it straight on shot. Which I think Bevel/relax should do the job, of giving you more edge detail and angling the walls.
Also, a lot of the tread detail looks like its smaller then one pixel on the actual map? Which will give you problems because it will have to choose. Considering its a 2048 I'm not sure you want to increase it much higher, so I think you should think about exaggerating the tread detail a bit.
Personally I would un-bend the tire, make the changes, and render it as flat geo. It would help minimize the minor cage issues that sometimes pop up when rendering round objects. I would probably relay more on the diffuse texture with quite a bit of AO to sell the tread. But then you have to ask, how important is it really to see the tread? Is it really worth a 2048 or where you just trying to get a higher pixel density?
Or just paint the normal by hand...
Modeling High/Low Poly Models for Next Gen Games by Jo
Alex