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Old 27-02-2010, 01:03 PM   #111 (permalink)
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I thank God for this kind of tut, is really good, its going to help lot of new members. More grease to your elbow, ANDREI313.

Many thanks!!!
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Old 03-03-2010, 05:57 AM   #112 (permalink)
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thx! this was one of the moste useful tutorials I've seen, about normal maps.
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Old 07-07-2010, 12:44 PM   #113 (permalink)
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troubles with lighting

Having trouble with the render to texture, it's effected by what angle the die is in viewport, here are two examples, I have no idea what settings are causing this?
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Old 16-11-2010, 12:31 PM   #114 (permalink)
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Quote:
Originally Posted by leakpie View Post
Having trouble with the render to texture, it's effected by what angle the die is in viewport, here are two examples, I have no idea what settings are causing this?
I have the exact same problem! Does anyone know a solution please?? I need to finish this up.

Thanks in advance.
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Old 16-11-2010, 06:18 PM   #115 (permalink)
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Make sure you actually open up the normal map in Photoshop and look at it. That lighting that you see in the RTT window isn't necessarily representative of the actual result.
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Old 18-11-2010, 11:31 PM   #116 (permalink)
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UV Shells with Edges Normal Black Line Issue

Actually I have a question that I don't see anyone else post. I'm looking for some information regarding the UV shells and I noticed that the tutorial purposely spaces the shells away instead of connecting the edges (creating a single unfolded-box type UV Shell.)

When I separate the UV shells like the tutorial depicts I get really good perfect normal map. When I stitch the UV edges them I only get good normals where there are unconnected internal UV edges. The other internal connected edges generate the ugly black UV seams lines.

So i'm trying to cook up some rules of thumb regarding box shapes. Is it recommended to always separate edges that are 90 degrees apart? I tried playing with the smoothing groups (single group, multiple, even faceted multiple etc.) yet nothing gives perfect normals like separate shells. Is there a technique where you can use an unfolded mapping style with 90 degree edges and get perfect normals?

Otherwise it seems the best normal maps would be from all completely disconnected UV shells. Or am I missing the boat completely?
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Old 16-08-2011, 08:46 PM   #117 (permalink)
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someone have some tutorial like this but for maya thx
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Old 30-09-2011, 05:58 PM   #118 (permalink)
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Hi,

It looks like there are some missing thumbnails in the tutorial, are they important?

I've been wanting to do this tutorial for a long time!

Thanks
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Old 17-11-2011, 01:32 AM   #119 (permalink)
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really thanks for this amazing tutorial.. I understood about how to use normal map right now.. really thanks
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