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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Spline ![]() Join Date: Aug 2006 Location: scotland
Posts: 41
| Normal Mapping Question
I was wondering if its possible to create and export normal maps in Hex to map a lower poly version of the same model? i've included screen shots of the low poly and high poly model. If there are tutorials out there can someone post a link?
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| | #4 (permalink) |
| Spline ![]() Join Date: Aug 2006 Location: scotland
Posts: 41
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thanks patrick for letting me know, saves me trying to look for tutorials that dont exist for normal map in Hex. Since Hex can't export normal maps and Melody is apparently not so great, Affuso what do you use to create normal maps then? |
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| | #5 (permalink) |
| stu ![]() Join Date: Mar 2004
Posts: 909
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theres only a few programs that produce normals maps Philip, Zbrush and LW are 2 i know of, dunno about Modo or Softimage or Max or Maya though. seems it all depends on what you want to render in and what you want to model in. stu
__________________ just trying to cut down the pain threshold AMD2.4 dualcore 4 gig ram, 9400GT ,WinXP Home |
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| | #6 (permalink) | |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,367
| Quote:
Modo - Yes. And it can also bake a normal map from one mesh to another, even if they've got different topology. shorty | |
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| | #7 (permalink) |
| Extrusion ![]() Join Date: Jun 2006
Posts: 171
| Xnormal is the new program of choice for quality normal mapping. Better yet it's free. Don't let this put you off, it's a professional application. It can do many other things as well, like mapping textures from high poly to low-poly models and ambient occlusion. Blender has normal mapping now too, but it it doesn't do tangent mapping yet. |
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| | #8 (permalink) |
| Extrusion ![]() Join Date: Sep 2006
Posts: 172
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I don't know , I just made some test with £dgs. The model looks bumpy but not reseamble the reference model. I save the normal map in both dds and tga files and the image looks like a collection of feather and not the model. Something Melody not load the model at all or crashes. The antivirus does block the X Normal istallation . |
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| | #12 (permalink) |
| Vertex ![]() Join Date: Mar 2007
Posts: 9
| You need adminitrative rights on computer to intall xNormal from the Windows Installer package ( and in Vista, tell the UAC to allow intallation ) If you prefer there is a zipped xNormal installation package... just decompress into the folder you want ( look for the "zipped" version in http://www.xnormal.net/downloads.aspx , by the "xNormal ZIPPED for Windows 2000/XP" table, and sure you install the .NET 2.0/VS2005 DLLs/DirectX9.0c february 2007 editior or above pre-requisites first ) Hope it helps! |
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| | #13 (permalink) |
| Spline ![]() Join Date: Aug 2006 Location: scotland
Posts: 41
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transient i took ur advice and downloaded XNormal but i dont understand how to use the program, the help files that come with it i find aren't all that helpful. Does anyone know of tutorials i can look at, or better can someone make a simple tutorial show how to create a normal map?
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| | #14 (permalink) | ||
| Vertex ![]() Join Date: Mar 2007
Posts: 9
| Quote:
However I must admit normal mapping is not easy! Quote:
http://www.bencloward.com/tutorials_normal_maps1.shtml http://www.poopinmymouth.com/tutoria...l_workflow.htm http://www.game-artist.net/forums/showthread.php?t=43 Hope it helps | ||
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| | #15 (permalink) | |
| Spline ![]() Join Date: Aug 2006 Location: scotland
Posts: 41
| Quote:
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| | #16 (permalink) | |
| Vertex ![]() Join Date: Mar 2007
Posts: 9
| Yep i'm the xNormal's programmer! Fear my programmer-art skeeelz! ![]() Quote:
but gonna try if I get some spare time!Is easy though: 1) Put a highpoly mesh in the highpoly mesh list ( right click over a row and a context menu will appear. Select the "Browse meshes" ) ![]() ![]() 2) Put the lowpoly in the lowpoly list(this one needs UVs). Again right click over a slow and context menu will appear. Again press the the "Browse meshes" and select the lowpoly mesh file ![]() 3) Setup ray distances(see the PDF doc, basically use a 3dsmax "tape" helper or radius estimation) or better setup a cage(and mark the "use cage" in the slot)... Cages gives the best results, but can be complicated. ![]() Notice you use uniform rays distance OR cages. If you select the "use cages" then the uniform ray distance values will be ignored. For a fast test better UNcheck the "use cage" and set the ray distance to approximate the model radius. If you have no ide what distance to put there then leave it at 0.5 and sure you check this option: ![]() 5) Select an output file name where to save the normal map and the kind of maps you want to generate: ![]() 4) Press generate and voila... ![]() ![]() If you get some errors or you are just "lost" tell me, I will try to help you! Last edited by jogshy; 1st April 2007 at 01:55. | |
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| | #20 (permalink) | |
| Vertex ![]() Join Date: Mar 2007
Posts: 9
| Quote:
I think it looks ok as quick test. Perhaps a better UV packing will use better the texture space, but is mainly ok. Just need to play a few with the ray distance/cages to solve some small ray errors ( and try to triangulate your model to avoid n-sided polygons winding problems ) I'm not sure what method uses Carrara to show in realtime the normal map. Perhaps you will need to "swizzle" some components in map ( for example UE3 engine needs the Y flipped (-Y) ). | |
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