Minos Posted October 20, 2006 Report Posted October 20, 2006 Hey phill, I followed the tutorial and my normal turned out kind of flat. Any ideas on what I did wrong ? Thanks. this is what I got: from this: Quote
Campaignjunkie Posted October 20, 2006 Report Posted October 20, 2006 http://www.game-artist.net/forums/showp ... stcount=74 Try chamfering the edges so that the normal map can catch some of the depth. Quote
PhilipK Posted October 20, 2006 Author Report Posted October 20, 2006 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. Quote
st0lve Posted October 20, 2006 Report Posted October 20, 2006 Normal maps suuuck But yeah, chamfer the egdes etc. Quote
Minos Posted October 20, 2006 Report Posted October 20, 2006 You can't fake too much depth with a normal. thanks for the info anyways Quote
Zeta Posted October 22, 2006 Report Posted October 22, 2006 Great tutorial! I'll definatly be having a go at this. Quote
Acumen Posted October 22, 2006 Report Posted October 22, 2006 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 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): Quote
st0lve Posted October 22, 2006 Report Posted October 22, 2006 Yeah I've seen way to may tuts that doesn't even explain anything at all really, just theory that doesn't make sense. Nice normal acu Quote
KIIIA Posted October 23, 2006 Report Posted October 23, 2006 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)? Quote
Erratic Posted October 23, 2006 Report Posted October 23, 2006 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. Quote
KIIIA Posted October 23, 2006 Report Posted October 23, 2006 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: instead of something with black borders like this: That would be really handy cause it would save a lot of rescaling in PS. Quote
PhilipK Posted October 23, 2006 Author Report Posted October 23, 2006 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 Quote
ReFlex Posted October 23, 2006 Report Posted October 23, 2006 I have a material for Max... model - material - render - finish http://www.scriptspot.com/scripts/web_u ... TexMap.zip Quote
Steppenwolf Posted November 10, 2006 Report Posted November 10, 2006 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. Quote
PhilipK Posted November 10, 2006 Author Report Posted November 10, 2006 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? 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. Quote
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