I've checked around for this, but surprisingly couldn't find anything. I found all of the usual things about transfer mapping normals from one model to another, but I'm wondering how/if I can save out an image of the base normals on my model, just from using soften/harden normals.
I'd like to use these to tweak a few things on my crazybump normals.
I've dinked around in the transfer maps options but can't find anything... I'm guessing it's going to be stupidly easy.
Thanks
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Anyways, I figured it would be a pretty stupid question, but I'm trying to fix a weird normal issue I'm getting on the outer edge of a cylinder, where the UV's have been broken down and stacked.
PS: I know the other UV stuff looks pretty poopy right now, I'm just trying to figure this issue out first. I'm pretty dumb when it comes to normal mapping.
how do I get by this now? Or do I just go with a bump map, considering my normal is just coming from CrazyBump anyways.
B. A bump map must be converted to a normal map anyway, either by you or by the video card at render time, so it doesn't make a difference.
C. If you're going to use the texture memory to have a normal map, you might as well create a nice high resolution model to bake your normals from.
I was thinking it was because of the stacked UV's, but decided it was about time I updated my graphics drivers because I was getting some artifacting when I turned on AO and DOF or Bloom.
Anyways, as far as I can tell the new drivers solved these problems including the weird normals, BUT, now my lighting is all screwed up! I don't even know how to explain it, it's like light is only affecting my model at certain extreme angles or something. Ever seen anything like this?
I guess I'll try rolling back my driver or something... tho it's a pain to exchange a few glitches for a few other glitches
I'm going to try bringing my Catalyst down to 11.1 and see if that fixes the problem, but I'm not getting my hopes up.
Sorry for continuing to reply here, I just figure that it would be helpful if anyone else encounters the same problem in the near future. If it's bumping the thread too much or something feel free to close it.
Thanks!