|
||||||||||||
|
|
#11 (permalink) |
|
Game-Artist.net Staff
|
Have you tried inverting the red or green channel of your normal map?
I know the normal maps baked from Max have to have on of those channels inverted for it to look right in UE3. *edit* also, the base colour for the normal map in UE3 looks like a pure blue hue, where it should be a half blue-purple. I don't know if something's messed up or if it's just your colour settings for the screengrab. Last edited by glynnsmith; 10-12-2008 at 01:50 PM. |
|
|
|
|
|
#13 (permalink) |
|
Amateur Artist
![]() 27
- 3
|
I think it has something to do with smoothed and unsmoothed tangents.
more info: Normalmaps for the Technical Game Modeler It could be an inverted colour channel though. |
|
|
|
|
|
#14 (permalink) | |
|
Senior Artist
![]() 265
- 50
|
Quote:
Once you bake you cannot alter your low-poly geo without re-baking, because if you change a vert normal it will throw off the tangentspace, making the tangent-space normal map incorrect. |
|
|
|
|
|
|
#15 (permalink) |
|
Amateur Artist
![]() 738
- 73
|
It happens because UE3 compresses textures on import, so your normal map is different the moment you get it in.
First read the " unsmoothed " part of this article, where it explains how to use unsmoothed geometry to have a normal map work on it. Then split the smoothing groups where i indicated (in the low poly) , apply the UV trick (if you dont wanna do it at first the surfaces will not suck but the seams will show) and render the normals again. try on maya and put it on UE and it'll look ok in the very least... |
|
|
|
|
|
#16 (permalink) | |
|
Amateur Artist
![]() 738
- 73
|
Quote:
AAAh he beat me to it |
|
|
|
|
|
|
#18 (permalink) |
|
Senior Artist
|
I see a lot of things that can be optimized. I made a quick sketch on what you can do for example. Try to balance the amount of detail a bit more. For example you use 18 or more sided cylinders for a very tiny detail. Thats a bit over the top. You can use the detail for better places. Here's the pic. Red line means remove this edge. Green line means add this edge. Purple arrow (Yes, thats an arrow
) means weld these row of vertices to the vertex it points at. ![]()
__________________
Ron 'Perfect_Storm' Kamphuis Environment Artist at Spellborn NV, for "The Chronicles of Spellborn" |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |