I agree you can't transfer a normal map that way. BUT you can still transfer it. It will work IF you use 2 meshes and projection. It will read the bump as height data on the surface and translate it appropriately, like it would a normal map applied to a high poly object. You can NOT transfer if you only use a single mesh…
well then i correct myself. I thought the preview showed the actual texture shape.. Currently im just confused about what the actual distinction between 2:1 and 1:1 is. As far as i know the UV space in max is ALWAYS 1:1, so if you "cheat" and squish your UV's in to (0.5, 1) scale, the map would still effectively be 1:1,…
A normal map drives the forms and basic shading of a model, not just fine greeble detail. Your concern has more to do with texture resolution than anything related to a normal map. IE: you could probably use a lower res normal map with a cell shader. Even then, getting sharp details and such, not high-frequency but like…
Im guessing tis going to be like the last generational leap where texture sizes double where its useful. where you used to use a 512 (80-90% of most stuff) you can have more latitude to use a 1024. gotta remember you are still pixel bound by screen resolution, so in most cases it wont even matter if its a 2048 on a wall,…
I think it's really the difference between per-pixel VS. per-vertex lighting. The normal map is there to compensate for the lack of vertex resolution in a typical low poly model. This is really visible in the lack of gradients in a typical 2D generated map. The gradients help compensate for the lack of verts that would be…
Those links don't work for me - try re-pasting them? I've never heard of anyone using 12k maps before (I assume you mean 12288 x 12288 pixels? That's 12x1024 which seems like a very odd number...), where did you hear about this? The way Unreal Tournament and Gears of War do it, apart from having high-res source textures…
I finished the new version of my shader that you guys asked for. I really liked your suggestions so I just overwrote the old version of my Normal Map Specular 3 Lights shader with this new version. Here's the new stuff: The shader now works with ATi cards! It turns out it wasn't all that hard to break it up into three…
I posted this last night when I was pretty tired so let me rewrite my post: You said you did this mainly for the fun of doing hand painted textures and you weren't worried with optimization and I can appreciate that. Your pixel density is really inconsistant, your front door has almost as much UV space as the whole front…
I assumed you know render-targets, as you use them when doing shadows. Dont copy paste source from samples, analyze them and find out what they do. shadowmapping is rendering depth into a texture from light's point of view, and later projecting that texture back on the geometry. Although I am not sure if shadows are really…
Hello Folks! So I have never posted an actual WIP thread here before, so I might as well start now! :) What I am doing is fan art of a character from a pixel mobile game called ReDungeon by Nitrome. I thought it would be an interesting challenge to adapt a pixel character into a full 3D character. There aren't very many…