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Normal map technical

Normal map technical
mesh
oop.jpg
zero approximation.
approx0.jpg
100 approximation.
approx100.jpg
How can i bake it?! help please.
:(

Replies

  • MoP
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    MoP polycounter lvl 18
    What's wrong with a gradient? I don't really understand your question... that normal map looks fine to me.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    I think he means the shading errors that show as a result of the gradient.

    This should probably be in one of the two normal mapping stickies we already have though.

    The only way you're going to get around the problem LP, is to use ObjectSpace normal maps, chamfer the top edge, or use smoothing groups. Each has their downsides, so pick your poison.
  • Racer445
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    Racer445 polycounter lvl 12
    All that matters is the end result. What does it look like in realtime with the normal map applied?
  • kodde
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    kodde polycounter lvl 19
    Gradients on flat surface aren't really desirable.
    I think your options are to go with either hard edges or bevels on your low poly.

    Well actually, depending on where you are going to use your normal map in the end gradients could work. If your game engine interprets the gradients correctly then it could be fine. However, gradients = larger file size and/or compression artifacts. A single color = flawless.

    Have a look at this thread, make sure you check out the example images on page 2. http://boards.polycount.net/showthread.php?t=66139
  • EarthQuake
    kodde wrote: »
    However, gradients = larger file size

    This is incorrect, unless we're talking jpeg compression or something, any compression format your video car supports will use a fixed ratio like 4:1. The rest of your post is generally right tho. =)
  • kodde
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    kodde polycounter lvl 19
    EarthQuake wrote: »
    This is incorrect, unless we're talking jpeg compression or something, any compression format your video car supports will use a fixed ratio like 4:1. The rest of your post is generally right tho. =)

    Ah ok, wasn't sure how scalable the compression settings were. In that case if its fixed you ought to get more compression artifacts with many gradients compared to more solid colors. Thanks for the info EQ.
  • EarthQuake
    Yeah, compression artifacts can be a real pain. With object space maps where the more "true geometry range" is represented it can be very bad. I actually think with tangent space, lower contrast gradients may compress worse than higher contrast gradients, but i'm not sure(its one or the other, lol).
  • Xoliul
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    Xoliul polycounter lvl 16
    Lower contrast gets way worse yeah. A subtle noise on a normalmap can be completely destroyed by compression. :(
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