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Normal maps crazy bump
Normal maps crazy bump










normal maps crazy bump

I’m assuming that these tangents are the unit of measure used to create the normal’s, and for best results you want all your programs to be under the same unit.

normal maps crazy bump

I’m not sure what tangent bases is, I mean I know how to turn it on but I don’t know how to adjust it in programs such as zbrush, 3ds max, or crazy bump.I think I understand how a cage works, but in the projection process when chronologically should I turn on the cage, is it before I create the high poly or at the point of projection and I’m assuming I should turn it on the high poly, but then that won’t make sense because if the high poly is a dynamesh, it won’t have the correct topology anyways.Is it like rendering where you have to tweak a few setting and create a few different maps before one gives the best results. define vertex normal’s I haven’t ever heard that term before, and how does controlling that make for better quality.So what do you guys think is best from my list, and does anyone else have a method of doing this?Ĭryrid, thank you for the feedback but I’m sorry to say you are speaking a few levels above mine, so I have a few fallow up questions. This way I get fairly good details on the large aspects but a lot of the small details won’t show up since the decimated version won’t keep them, and this method gives me some really bad seams on the model. Render to texture: taking the high poly and decimating it then exporting it to a 3ds max, then using render to texture to get the detail from the high poly to the low.a. unfortunately the preview is not very accurate to how the bump maps show up in a game engine or modeling program. I find that xnormals does hard edges allot better and creates really sharp edges when needed.Ĭrazy bump: getting the bump map from the diffuse using crazy bump, you can upload a low poly mesh as an OBJ in to crazy bump and adjust it in real time in crazy bump.a. Xnormal: this includes projecting details in zbrush as explained above, then getting the bump from the high to the low using Xnormalsa. Also when zbrush makes a bump map, certain edges get smoothed out the problem I find with this is that reprojecting is time consuming since you have to weak the mesh so its geometry flows well as its being projected.

normal maps crazy bump

Then bringing the low to the lowest subdivision level and creating a bump map.a. This includes subdividing the low and projecting in details from the high. Zbrush projection method: Projecting details from the high poly to the low in zbrush. Just tell me which way you guys think I can get the best quality or you guys think is the fastest? here are the methods I know, and issues I had with them. So this is a question to the experts, so I’m trying to figure out the best method of getting the best normal maps from a high poly to a low.












Normal maps crazy bump