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Strange shadows after projection normal maping??
show user profile  Tomislav0309
So I have low poly with simple uv map.

I have high poly, with turbo smooth edges ets.

When I do projection normal maping, i'm having this green rounded issue?

When I apply my normal bump to low poly, everythings look great, but only that green rounded sides have shadow problem. Why?? I projected a loot of stufs, and newer have issue like that.

Few days after today, normal map was good, but after some new work on model - shit happens :D
read 766 times
1/21/2016 10:37:52 PM (last edit: 1/21/2016 10:37:52 PM)
show user profile  herfst1
Well it could be a couple of things.

1. Bad modelling. Check that you don't have doubled verts, unwelded verts. Check that all your support edges are there.
2. Bad normals. Add an edit normals modifier and check that all your verts have reset normals.
3. Bad UV's. Check that your verts aren't overlapped and your faces aren't inverted.

[edit] But also maybe bake the walls separately from the roof. That will eliminate this error.

Having said that, just seeing your last pic posted, you should probably just stop everything and rethink. Firstly, you're getting pretty much ZERO useful normal data here. Your model is super low poly. You should have a high poly version and be baking that onto the low poly.
read 742 times
1/22/2016 6:53:48 PM (last edit: 1/22/2016 6:57:40 PM)
show user profile  Octopuzzy
For things like buildings you generally don't bake the entire thing into a normalmap, you just don't get enough resolution for the cost.
Make a few tiling textures, one for the roof, one for bricks etc and map that on to the model.

read 736 times
1/22/2016 7:34:10 PM (last edit: 1/22/2016 7:34:10 PM)
show user profile  Tomislav0309
herfst1 - thank you! I solved my problem.

I just select polygons for my roof, detach roof to new object, and then just attach roof to walls.

And now when I do unwrap - there is no strange shadows.

I baked a normal map from high poly, in ressolution 512x512, and it works great, all edges and high poly details are there.
read 728 times
1/22/2016 11:47:58 PM (last edit: 1/22/2016 11:47:58 PM)
show user profile  LionDebt
Gonna be honest, your normal map adds next to no detail to your model. Octopuzzy is right. Besides, your low poly model has no chamfered edges - you need geometry to support normal map details, especially around corners. Eg a 90 degree edge in your model won't be doing your normal map any favours (not to mention totally sharp, crisp edges don't exist in real life - much the same as EVERYTHING has fresnel, but that's for another lesson).

Slap this on your walls, and you'll see what I'm talking about. These are bricks, but the principle can be applied to any texture or finishing you want on your walls, concrete, plaster, pebbledash etc. I'm going to assume this is for a game engine - since normal maps tend to live in that domain anyway... Your low-poly mesh could use a lot of optimization (and the poly's you save from optimising, can be put into chamfering). As a rule of thumb, anything that doesn't affect the silhouette of your model - can be removed. Lastly your UV layout is very uneconomical, plenty of unused space there.
read 721 times
1/23/2016 1:19:05 AM (last edit: 1/23/2016 1:19:05 AM)
show user profile  Tomislav0309
1.) This is just fast unwraped object, I know that is very bad, but this was just for testing to ask you where is my problem. Today I will unwraped this much better.

2.) I have high poly model for this low poly, and when i do normal bump map with my projection modifier, on low poly mesh I have chamfered edges, and all other details from high poly model.

3.) And after that, i use additional normal map, and that map is like you in picture, so in finnaly model I have 2 normal maps - one is for details and chamfered edges, and second is for realistic texture.

read 708 times
1/23/2016 11:10:36 AM (last edit: 1/23/2016 11:10:36 AM)
show user profile  herfst1
If you have zbrush I'd consider using it to make the high poly version off-perfect i.e. no 100% straight edges, chips, etc. Then use xnormal to do the baking. Then photoshop to do the texture details.
read 706 times
1/23/2016 11:28:43 AM (last edit: 1/23/2016 11:29:24 AM)
show user profile  Tomislav0309
Render UV template - can I use 4k size?

Because if I use 1024x1024 size, when I open template in photoshop and apply textures, it's look very low resolution.

read 679 times
1/24/2016 8:47:50 PM (last edit: 1/24/2016 8:47:50 PM)
show user profile  herfst1

Render out UV template 4096x4096
read 676 times
1/24/2016 8:58:09 PM (last edit: 1/24/2016 8:58:32 PM)
show user profile  Tomislav0309
Here is quick test, but normal map is prety bad and low...Must try Ndo2.

read 650 times
1/26/2016 9:46:56 PM (last edit: 1/26/2016 9:47:17 PM)
show user profile  herfst1
Chamfer edges now!

P.S. You 100% are not using normal mapping correctly. What you're trying to do could just be done with a edit normals modifier... but still would be pretty redundant. You use normals to project HEAVILY detailed surfaces onto lower poly surfaces.
read 646 times
1/26/2016 9:53:40 PM (last edit: 1/26/2016 9:55:21 PM)
show user profile  Tomislav0309
I'm using first normal bump to project rounded edges from high poly to low poly.

Second normal map is for details on textures, but I'm must find better way to make normal maps when I have ov one UVW map template different textures, like here.
I saw that Ndo2 can do this, inside photoshop, layer to layer.

So I can make chamfer edges on low poly and use model like that?

I saw that witcher 3 on normal display options, have straight edges. When you set graphic to high, it's rounded, with normal bump.
Same thing like in MGS PP. They uses normal maps to simulate rounded edges on straight edges on low poly.
read 630 times
1/27/2016 10:44:31 AM (last edit: 1/27/2016 10:44:31 AM)
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