Hi all,
I've had a flick through the normal mapping thread but couldn't find what I was looking for.
I'm in the process of trying to normal map some hard surface objects and kepp getting plenty of errors.
Are there any particular differences I should watch out for compared to organic objects. It would be great if anyone could show an example of a vehicle / mech they've made.
This is the thing I'm mapping
Severe case of smoothing nasties
Replies
But it might just be the poly flow of the low poly
Care to share that part of the local? and perhaps even the shaded low poly?
Several things in here that should help you.
http://wiki.polycount.net/Normal_Map
@Eric, cheers for the link I'll have a read through must be missing something daft
I'm using max 2009, with render to texture.
The material just uses normal bump with dx display selected. Hopefully theres enough to go on with the use of this screengrab.
In this particular attempt I've removed all the smoothing groups from the low poly.
http://wiki.polycount.net/Normal_Map#ShadersAndSeams
http://wiki.polycount.net/Normal_Map#SmoothingGroupsAndHardEdges
And see if you can use object-space normal maps instead of tangent-space. This would save you a ton of headaches, don't have to deal with smoothing at all.
Maybe it's just me, but I really can't see many instances outside of cinematic objects and a handful of hero objects (mostly FPS guns) where object-space normal maps are worth the incredible loss of texture density that you get with tangent space and being able to mirror and re-use textures. Are there ways around the unique unwrap restriction? Unicron entirely symmetrical and outside of keeping parts of his front/back unique to make him appear asymmetrical, it seems incredibly wasteful to give him a 100% unique unwrap.
http://wiki.polycount.net/Normal_Map#TangentSpaceVsObjectSpace
Oh hey, that's awesome. Does that allow for you to mirror, say, Unicron's left calf's left side over the right, and use that same texture for his right calf's left and right sides, or does it need a single (albeit arbitrary) mirror plane?
http://boards.polycount.net/showthread.php?t=53986
Example of where I did what I explained, not saying it's great though.
http://apsentertainment.com/previews/ent_n08.jpg
http://apsentertainment.com/previews/entsheet01.jpg
Alex