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#31 (permalink) |
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Amateur Artist
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Many thanks andrei313
Now i hope i can make tech textures with this method. If i want to make a diffuse for the normal i have made, would be the best way to use the occlusion methode ? |
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#32 (permalink) |
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loves polygons
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You can use what methode you want and I recomand the one that you know best
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http://www.andrei313.com |
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#34 (permalink) |
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Amateur Artist
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hey andrei313, thanks for the great tutorial.
how come my "flatten mapping" option is greyed out? /edit: Poopinmymouth saved me; he told me to make sure I am in the face sub object selection mode, down at the bottom of the Edit UVWs window. good to know ![]() Last edited by st3ady; 27-08-2006 at 11:48 PM. |
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#35 (permalink) | |
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loves polygons
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Thanks twistkill. I'm glad you like it.
Quote:
EDIT: Nevermind...
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http://www.andrei313.com Last edited by andrei313; 28-08-2006 at 12:34 AM. |
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#36 (permalink) |
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Amateur Artist
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Hey andrei313,
I am stuck on your tutorial, I am hoping you can help me... I got to part 9 where it says "The render button will render the normal map. If you hit the button now you will see that the normal map looks strange. This is because the Cage is not ajusted." but it just comes out all black. I took a screenshot of where I was at that point: ![]() but I went on and did the cage adjusting part, and then tried the render again but it still came out all black, here is the 2nd screenshot: ![]() I thought I followed everything exactly so far, the only part that confused me was the part about "offset the UVs that are on top of other UVs with a value of 1 on the U or V axis", I did not pay attention to it really. Could that be the issue? how could i check? I could upload my .max file for you to take a look at. I am dying to get normal maps working so I can improve my lowpolycomp submission before wednesday ![]() |
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#37 (permalink) |
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loves polygons
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I'm not sure why that is black but the normal map looks perfect in the first picture. You don't need what is rendered in that window, so this is not a problem. Juat keep doing what you are doing because you're doing it fine
![]() About the offset UVs... you don't need that now. It was just a tip. The texture tiles if you go out of the main UV box. One way to share texture space is put UVs on top of each other. That is ok if you are not generateing normal maps. But if you want to generate normal maps you will have problems if UVS are in the same space. So the other way to share space and not have problems with the normal map is to put the UVs in another tile. The normal map is generated just from the main tile, but when it is used in the material editor is taken from the entire UV space.
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http://www.andrei313.com |
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#38 (permalink) |
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Amateur Artist
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well, I finally got my first normal map working, but it did not come out perfectly.
![]() I realized that during the construction of the highpoly, I had to use some cuts to get the edges to connect, I guess the execution wasn't the best method. Now that I understand the process, I will give it a shot with my hacking device entry, later tonight. BTW, I used MoP's tutorial which helped me out as well: http://www.cgchat.com/forum/showthread.php?s=&threadid=20424&highlight=normalmapping+easy |
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#39 (permalink) |
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loves polygons
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I'm glad it worked out. Good luck with the hacking device!
__________________
http://www.andrei313.com |
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#40 (permalink) |
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Industry Artist
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Hi, first of all, thanks for the great tutorial, it worked like a charm.
I don't quite get why you shift the UV layout by a pixel? I didn't do it, and it turned out ok aswell. Heres a video of the model you made for this tutorial how it looked for me: http://www.wesleytack.com/upload/dobbeltje.avi Anyway, I started a more complex model, and I have an error I don't know why? I have an area in the renderwindow/normal map thats black, any idea why this happens? Also, someone said the green channel is reversed or something? does my normal map look ok? or wrong? I have no idea ![]() Also, my mesh on the high and low poly models is the same. ![]() Hope you can help me out! Cheers |
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