So, I'm back. I have an other question now. I'm backing some normal maps from my High Poly mesh into a low poly using the "Bake Base Texture". I'm wondering if this baking option is correct for normal maps ? For AO and Diffuse it's ok, but for normal maps in Tangent Space is it ? The maps is reprojected to the object UV…
[ QUOTE ] For most game graphics, you composite an AO map on top of existing diffuse in your image software, to add a bit of detail, on top of Spec maps to help define edges and surfaces and the like, or use it as a mask for dirt and grime. I don't know of any engine that uses AO maps as a separate map. Oh, and these are…
This is great! I haven't tried this out yet, but I just read through the thread and I'm very excited to try it. Thanks a lot Jogshy. Did you ever get the diffusely convolved (blurred) cube maps that you were looking for to use for environment lighting? I have a library of them that I use for lighting with my shaders. I…
Hey guys, So I tried using xNormal for the first time today on a pretty high-res mesh, and I'm really pleased with the quality of the resulting map - very good, and very quick. However, I noticed that when I bring the map into my shader in Max, the normal map is offset slightly so the detail doesn't match the diffuse…
http://www.vrtainment.com/vrtainment_web/projects/downloads.htm There's a free video capture tool for download there, I don't know how good it is though. I used to use a different one but I can't seem to find it anymore If you want a quick testing cubemap, you could just apply a Gaussian Blur filter with a high value, on…
Nice! Yep yep this is the normalmap is generating now after tweaking a few the cages: Is good now but the hands tweaking was a bit hard hehe I can't wait to see that sexy model finished KDR! Btw, you can test if ya want the alpha blending sort in the viewer for the hair If all works now then I can start coding the new…
So i finished a sculpt in zbrush and polypainted it. Now am trying to use xnormal for baking maps to a retopo mesh but am having some troubles in the maps. I am unable to find any solutions so you guys with experience with these kinda problems have to be the guide... pls help with possible problems?? 1. check out the…
Can the cubegen generate the diffuse lighting terms from a devebec light probe, Eric? Is not only to blur the ugly edges those appear in the faces when the graphics card filters it? I am trying to download more light probes and photoshop-gaussian-blur them as MoP suggested but my skills lack... To lupus: Yep yep, xNormal…
Zoom out to where you would see this in game. Can you still see the seam? Even with best case circumstances, you may still get seams. This looks like there is a slight pixel difference where the seam is on the normal map. This is caused, most likely, because your two uv islands are at odd angles compared to the next. After…
[ QUOTE ] Can the cubegen generate the diffuse lighting terms from a devebec light probe, Eric? Is not only to blur the ugly edges those appear in the faces when the graphics card filters it? I am trying to download more light probes and photoshop-gaussian-blur them as MoP suggested but my skills lack... [/ QUOTE ]…