Well what worked for me last time i had to do terrain was to use a combination of techniques. You've mentioned using mix maps which works okay for smaller areas of terrain but poorly for large areas. What i ended up doing was creating a shader that mixes up to 9 texture sets (diff/spec/nrm) based on slope, and elevation.…
Hey, what happens when you toss this into Marmoset? It's a lot less finicky than Xnormal's viewer, and it's super easy to set up (export as obj, make sure your normal map's green channel is oriented correctly, go!)
for the cage i use maya, i like the workflow in maya, you can easy edit the cage there,specially for normal map, the rest of the maps usually in xnormal, i never used susbtance but looks really awesome, i will try it
The main drawback I see is that the normals/tangents don't get recalculated. It results in quite a few shading errors. Errors that are present in your viewer are not present in the 3dsmax viewport, or Xnormal. Other than that, I can't wait for further additions
Thanks for the tips Heart_Murmur i agree with everything you mentioned. I actually did use a high res mesh and used Xnormal for the normals and AO. the only thing I used crazy bump or the nvidia filter was the bolts or rivits
ookay, some of you are ready aware of it but I started a tutorial on how I put my character into doom3, calculated the normal maps with the d3 engines and such. so there we go, part 1 : setting up and creating normal maps for your model (character or not) for doom3 <u>Introduction: </u> Welcome in my first tutorial ever.…
Death's Scythe 'Harvester' from Darksiders game. Just some a practice piece might use it in a UDK mod i'm working on with some friends. Just started working on the mats. Keep running into issues with xnormal normals not looking right. Might have to bake them in 3ds Max.
Incorrect normals are easy to spot most of the time because they cause a gradation across the affected surface. The more incorrect the normals the more pronounced the gradient. "Face weighted normals" is just the name of a quick technique to alter normal direction based on the size of its associated faces (ie. the…
Thanks for the feedback. Maybe the normal look like this because the green channel of normal is inverted, because i remember that Unreal reads the Y negative's normal for the green channel , so in Marmoset look like wrong because marmoset read Y positive's normal I think. Anyway you are right about normal looks bad, but…
yes it does care, or well the engine doesnt, but the artist should. it depends on the workflow. unreal for instance lets you import normals, import normals and tangents, or computes normals and tangents. only the last one is dcc independent. the others _highly_ depend on where the input is coming from. say you make a…