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Nice normal mapping explanation.
show user profile  Boing
I'm reading up on normal maping and found these, they're a little out of date in their software suggestions and step-by-steps but the basic explanations of what you're aiming to do are nice and clear. Thought i'd post them for anyone else looking into this stuff.

http://www.bencloward.com/tutorials_normal_maps1.shtml

http://www.bencloward.com/tutorials_normal_maps10.shtml

read 1244 times
2/15/2011 1:50:39 PM (last edit: 2/15/2011 1:50:59 PM)
show user profile  9krausec
Awesome, I'll take a peak at it. Normal mapping as well as seamless texturing is what I want to start learning next.

Nice find! Thanks.


Edit: Actually I take that back, I want to get a solid grip on lighting/render/compositing first, then that other stuff.




- Portfolio-




read 1217 times
2/15/2011 3:14:05 PM (last edit: 2/15/2011 3:15:04 PM)
show user profile  ceeejay
I was reading the second link, the part about normal maps and smoothing groups.

I have recently been using smoothing groups alot and they have significantly improved the
look of my modeling. I am dismayed to read that smoothing groups and normal maps
cannot be used together.

Is there a work around for this? How do I keep hard edges?

read 1185 times
2/16/2011 3:21:37 AM (last edit: 2/16/2011 3:21:37 AM)
show user profile  Paunescudanutz
You add the hard edges in the normal map?

Portfolio

<---~( Daniel )~--->


read 1175 times
2/16/2011 7:21:47 AM (last edit: 2/16/2011 7:21:47 AM)
show user profile  mrgrotey
you can have both but each smoothing group must have its own UV 'island'. Each group must not touch each other in the UV window




read 1174 times
2/16/2011 7:23:07 AM (last edit: 2/16/2011 7:23:44 AM)
show user profile  TheShrike
I am dealing with this exact issue now in trying to get hard edges to look good on a model of mine with a normal map on it. Ok, so I make a separate UV island for each part of the model I want to have a hard edge. On my model, with lots of hard edges, that is certainly going to create a lot of islands... I imagine someone looking at my UV map would notice that there are many separate little squares and patches, but these are only for different parts of the model I want to remain sharp. That's just kind of the way it goes then with normal maps? I get how it works and why, but it sure makes for a heavily segmented map in my case, to keep hard edges when you have a character with "edgy" armor and lots of it.
read 1170 times
2/16/2011 8:34:34 AM (last edit: 2/16/2011 10:01:00 AM)
show user profile  jbrophy
http://www.polycount.com/forum/showthread.php?t=81154

Read this and all your questions shall be answered




Jesse Brophy
jesse_brophy@hotmail.com


Fry Monkey

read 1146 times
2/16/2011 7:18:40 PM (last edit: 2/16/2011 7:18:40 PM)
show user profile  ceeejay
Thankyou for the replies and the link.

Making separate UV islands for each smoothing group sounds simple enough and managable.

That link has some interesting stuff, although it is a little above my level of understanding. I
don't really have any experience with baking normal maps other than a couple of failed
tutorials. I decided not to get ahead of myself too much and get better at modeling first. I
have been using smoothing groups and have found them to be the answer to alot of problems
I was having and then panicked when I read that stuff about normal maps and smoothing groups.
Everything I'm doing game is based, so normal maps are imortant.
read 1120 times
2/17/2011 1:36:23 AM (last edit: 2/17/2011 1:37:20 AM)
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