I am currently working through 3d palaces awesome ED209 tutorial (hope its ok to say that) however i'm at the normal mapping stage and am getting a lot of normal map errors. To brush up I've been reading through the normal mapping sticky and there was one point brought up - when baking your normal maps in max (I'm using…
The Nitrous viewport doesn`t support the same normal mapping algorithm and the D3D viewport need to be used for the time being. Gamma is now on by default. If you have issues with the light intensity, have a look at this. From the normal mapping white paper :…
Hi all, I've been wondering, what is the best way to make normal from a diffuse? For example I was looking at how clean and accurate the normal map from this diffuse looks: Theres accurate variation in height while my own normal maps usually look flat and ugly like this: Been playing with levels, etc. but just can't get a…
DXT has a number of different compression modes. Its not a single encoder algorithm, but a small family of them. Some of the types get better quality than others at the expense of file size/ram footprint. The normal map compression option is a type of DXT compression which should be less aggressive so as to leave the…
Hi guys, for this current project I'm working on I wanted to use normal edge decals, I've followed this tutorial I'll explain my set up, I'm trying to add edge wear to this Below you can see the deferred decal mesh which isn't applying the normal information correctly to the pillar underneath. Below you can see in the…
You can use the "Base Texture is Tangent-Space Normal Map" option in xNormal, or most full apps like Maya or Max should do it, don't think you can do it directly in Zbrush though. Check http://www.polycount.com/forum/showthread.php?t=91331 maybe.
I don't know i guess big companies tend to automate this process with tools like simplygon which is like a super pro optimizer, that makes a decent job at keeping normals. I'm not sure how a "non normal edited" object should be easier to degrade. If you replace a chamfer by an hard edge, it should be simplier with weighted…
Ben Cloward: Thanks for those DX Shaders, I didn't know about them - they seem very handy, I've given a few of them a spin. Your normal-map shader handles UV-mirroring much better than Max7's viewport manager shader, it displays perfectly! The 3-light Normal-Map shader crashes Max7 for me, though - I've got a Radeon 9800…
To clarify. The app you bake in has to use the same maths as the app you render in for normal maps to work properly. Zbrush uses different maths from every other app. Substance, marmoset, xnormal, unity, unreal,everyone else use the same maths(except Maya I think)
Hello, I need help. I don't know where to go, during the weekend I watched all the youtube and cgtuts videos on this matter, and still don't get good results... I don't understand and can't figure out what I'm doing wrong. I have a big problem with normal maps. I will start from the start: what I have did. I´ve modeled a…