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#41 (permalink) |
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loves polygons
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Nice dice
![]() First, I didn't shift the UVs with one pixel, I moved them with a value of 1 which means that they are moved with as much pixels as the texture has. If the texture is 512, they are moved with 512pixels... But that was a tip. Lets leave that. Your problem... The normal map looks ok to me. The black area... looks strange. It may be because the normals are fliped for the polys that are there... Just to be sure use Reset XFrom and then try again to generate the normal map. I can't think of something else right now. Good luck with this! EDIT: Also be sure that all the verteces that are there are welded.
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http://www.andrei313.com Last edited by andrei313; 09-03-2006 at 10:30 AM. |
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#45 (permalink) |
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loves polygons
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Sorry for this late reply. I am useing 3dsmax8 and no plugin.
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http://www.andrei313.com |
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#47 (permalink) |
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Senior Artist
![]() 103
- 2
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Help with normal map tutorial
This tutorial is great, however I just have one question. On step 2 you say "Select the edges around the cube and Connect them with 2 segments and move them close to the margins." I dont get what edges your talking about. Here's a picture of where I'm at after step one. Thanks.
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#48 (permalink) |
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loves polygons
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I will rewrite that part when I get some time because it looks like it isn't that clear what you should do
Sorry about that.For now, here is a more detailed version: ![]() ![]() Select edge 1 and hit Ring. Now Connect them with 2 segments and move them close to the margins. One loop to the top and the other to the bottom. Select edge 2 and hit Ring again. Repeat the step from above: connect with 2 segments and move them close to the margins, one to the right and one to the left. Hope it helps this time ![]()
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http://www.andrei313.com |
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#50 (permalink) |
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loves polygons
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I'm glad it worked out
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http://www.andrei313.com |
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