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Posted

Your faces are too much 90 degree around the window. To fake depth in a normal map you will need to simply make the faces "longer" instead of reducing the angle. Try to not get below 45 degrees too much really.

You can't fake too much depth with a normal.

Posted

just had my try at this tutorial yesterday and today again and i must say its reallly good :)

doesnt say things like "and the rest you should be able to find out" but explains it all from start to finish, which is something i really appreciate about tutorials :)

my go looks like this (no real detail or anything and i doubt it can be used ingame for various reasons :D but still i went through the process of creating a normal map which was really interesting to see - so thanks a ton for that tutorial):

normalmap_try_tut1.jpg

normalmap_try_tut2.jpg

Posted

Nice tutorial!

But i have another question concerning the rendering:

Is it possible to perfectly fit the render to the size of the plane you project on, so that without croping, scaling etc. in PS you can directly open the perfectly tileable normalmap without black borders (or whatever the color of your background may be)?

Posted

Nice tutorial!

But i have another question concerning the rendering:

Is it possible to perfectly fit the render to the size of the plane you project on, so that without croping, scaling etc. in PS you can directly open the perfectly tileable normalmap without black borders (or whatever the color of your background may be)?

3DS does that automatically if I follow you correctly.

Posted

Nice tutorial!

But i have another question concerning the rendering:

Is it possible to perfectly fit the render to the size of the plane you project on, so that without croping, scaling etc. in PS you can directly open the perfectly tileable normalmap without black borders (or whatever the color of your background may be)?

3DS does that automatically if I follow you correctly.

Hmm, didn`t explain it right i guess. What i asked was, if there is a button in Max that fits the renderview to the edges of a model that you get something like this:

wall01c_mino_normal.jpg

instead of something with black borders like this:

normalmap_try_tut2.jpg

That would be really handy cause it would save a lot of rescaling in PS.

Posted

Well you can always snap the lowpoly vertexes or edges to the highpolys outer bounds.

In the case of the second tex there where you have black boarders you would still get those in the corners tho even if the lowpoly is just on the edges of the highpoly of course since they are chamfered. You can then set the ray check color to the plain normal color (127, 127, 255). Just as I said in the tutorial :)

  • 3 weeks later...
Posted

ok i followed this tutorial step by step but it just doesnt render a normal map. it always renders a greyscale (or whatever color the material on my hipoly model has) "bumpmap" tho i have selected NormalsMap as Output element. What have i done wrong? I'm using 3smax 7.

Posted

ok i followed this tutorial step by step but it just doesnt render a normal map. it always renders a greyscale (or whatever color the material on my hipoly model has) "bumpmap" tho i have selected NormalsMap as Output element. What have i done wrong? I'm using 3smax 7.

Did you actually open the outputted normal map that was rendered?

nm10.jpg

Don't forget what you see in the render preview window is NOT the normalmap that was rendered :) The normal map is saved where you set the file to be saved. Like in the picture. Hope you understand what I mean.

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