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Seamless normal map modeling, any tips?


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Posted

I was wondering how I could model complex and seamless normal maps in an efficient way. Which app to use? I'm XSI user, there is a better suited app for such task? I made some seamless normal maps in XSI, but they were quite simple at the edges, not a big problem to make them seamless.

Regarding the approach, these normal maps are going to be coupled with world textures, so maybe it's a good idea to start with geometry generated from a height map (but not necessary in all cases). Once modeling is done, the hard part (at least for me) is to make it non tilable. I suppose it should be done like PS offset filter, just cutting the mesh into 4 parts and each piece is rotated 180º. Am I right or is there a better method?

Posted

To come to the actual tiling.

If using zbrush obviously your result will never tile superb, but just use the clone tool then :)

There are a lot of tools in zbrush for you to help keeping the geometry as tilable as possible.

More simple normals like flat planes stuff in max only shouldn't be too hard to get tilable :)

If you're not sure how it would look tiled just copy your whole object and put em next to each other a couple of times.

  • 3 weeks later...
Posted

Hey, nice tutorials, directly to favorites.

I haven't started yet with zbrush, took a look and seems very effective for the kind of normal map I'd like to try. It's like PS, first paint middle and then offset and work on edges, quite simple. I'll try to paint some rock walls once I'm done with el paso map.

BTW, this is a conventional modeled normal map, the base texture is the same on both cases.

th_82258_elpaso_b30007_122_536lo.jpg

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