Lowpoly Mesh
W/ normal map
Normal + Wireframe
I created the normal map by make a high poly sculpt in Zbrush, then used the Zmapper. but as you guys can see after I apply it to the low poly mesh some weird artifacting happens.
If anyone knows the solution to this issue, or maybe even a better way to create normal maps from a high poly sculpt, I'd be very appreciative
In any case, I'd love any advice so please don't hold back.
- 樂
Replies
I use Zmapper myself and it turns out fine but I also use a modfied file for zmapper. I think its called 3dsmax8modfiedE.zmp. This works if your using max.
Object space normal map is for objects thats not visible from diferent angle of the camera in engine.
Object-Space Normals are fine for objects that are not going to rotate in the world. Eg a statue fixed in position in the world.
Tangent-Space normals are needed if the character or object is going to be skinned / animated / dynamic. Or it is duplicated in different orientations around a world, ergo mostly everything.
Most engines don't bother with supporting object or world space normal-maps because there is no real advantage to using them over tangent-space.
</pedantic>
As for the artifacts, not so sure about that sorry.
In any case, here's another crack at it. Please don't hold back.
- 樂
What is the triangle count on this?
It's difficult to tell, but it looks like the ears are too far back and too high. Should include a profile view in your next post.
and here is a profile you asked for:
The tri count is 2,576.
If I do ever rig and make this guy game ready it'll be for the unreal 3 engine. Not like, you know... WoW or something.
Also, this is a painting of the character I'm modeling I did a few weeks ago.
keep it up!
For the eyes, in the normal map, the lids are a little wonky. It looks like the lower lid is curling into the eye for some reason.
i think your typology is off to, for you have more polies around the nose and moth area then in the eyes. Looks like some smoothing issues because of that. .
Hmm... very true about not enough loops around the eyes, I will get on that.
Thanks for the advice paul.