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normal map settings


isaac_cm
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For general questions I suggest not uploading zip files, people are hesitant about downloading them.

 

I took a look at your normal map and it is obviously not going to work. I can not review your max file.

How did you generate this map, did you unwrap the model and render to texture with a projection map? Or are you trying to use a program like crazy bump to apply a normal map. Give us more info on what you want to do and what you have done.

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thanks for advice about zip file but how I can upload max format files the forum wont all me.

 

about my question it seems I follow a wrong path in a tutorial is seems that tutorial is missing alot of things, do you know good video tutorial about this topic ?

 

Thanks

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I am sure there are a lot of good tutorials for normal mapping. I would suggest looking at a game art forum.

 

I've been thinking about writing some tutorials if have some free time in the next couple of weeks, so...

If you tell me what you are trying to do with the normal map, I could write a mini- tutorial for you. Also on your previous post about strange faces, If you show me what you were trying to model I could write a poly modeling tutorial on that.

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I want to learn how I can use normal mapping to display high detail using low poly so I can use it in any 3D Engine, and I am learning now Modeling from good video tutorial so if you can can make tutorial for normal mapping it would be great.

 

Thanks

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Normal mapping is a simple concept to apply, in most applications.

 

Nothing more than using raster rgb data to tell the render engine how to bend-distort-smooth the normals. It is a picture-image of the normal data.

 

The normal image map must fit over both the low poly and high poly based models. One needs to use UV mapping / unwrapping in most cases to make it work. When done properly a normal map can be created in any application and applied in another if the UV mapped space is very similar or identical.

 

1. Model low poly mesh.

2. UV map the mesh - atlas mapping does not always work well -unwrap

3. Duplicate to new item the low poly mesh and UV map - make unique

4. Detial the low poly model.

5. Adjust UV's of the detialed model. Do not go beyound boundries of low poly UVs Very likely will get overlapping or uv polys that are too close.

6. Render Normal map of high poly

7. Put the rendered normal map to the low poly material - normal

9. Use the low poly UV map to map the normal map to the mesh

10. Set the normal settings

11. Render an image

 

Personally most of the normal mapping tools suck.

 

If you understand UV mapping normals are easy, well not a mystery.

 

Disclaimer: I have not touched MAX seriously in over a year. This is a generic description.

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Used Max up till about 2 years ago. Started to look at C4D and Modo late 2004. Got past the learning curves, C4D was an application of choice for some projects I was involved in. Now pretty Much Modo since the animation has been implemented.

 

I even use Modo to check cabinet shop drawings, and make pretty pictures from ;)

 

WDA

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