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#1 (permalink) |
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Amateur Artist
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Texturing a normal mapped model
Theres just been something I was wondering about when creating a texture mapped model.
If you create some details on the high poly normal mapped version of the model (a rivet etc) ... whats the best way to then go about painting it in the right place on the low poly UV map? Do you just use an overlay of the normal map itself to tell where it should be on the texture? Or is there some better way that Im missing? For example ... ive modelled a very low poly barrel, and then added some metal rings to it with bolts in the high poly version. Whats the best way for me to then paint the metal ring texture in the right place on the UV map? Genia |
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#3 (permalink) |
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Game-Artist.net Staff
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I always keep a copy of the normal map on top of my layer stack so I can just turn it on and off for reference
alternatively you can assign basic colours to the high mesh details and bake those out into a diffuse map and they will be there for you already
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www.benjaminclark.net |
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#4 (permalink) |
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Game-Artist.net Staff
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Usually I'll keep the full normal map way down beneath everything (for a more exact reference of where all the stuff is, so I can block out the base colours) and I'll also pull the blue channel from the normal map and stick it way up top of the stack and set it to multiply (so I've a fairly accurate and not overpowering guideline for details).
Or if I've baked a AO map, I'll just use that as my guide, multiplied over the top of stuff. |
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| The Following User Says Thank You to Talon For This Useful Post: |
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#5 (permalink) |
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Game Art Student
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I keep 2 copies of the normal map on the top layer - one at 100% opacity that I have visibility turned off at almost all times unless I really need it, and another at 10% opacity with visibility always on. Talons method is probably better though
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