Nope, the tangent vector information encoded as a basis in the normal
map completely depends on the texture projection. If your texture
projections shows distortions relative to the polygon structure's shape
(very likely), you will see additional colour information in the normal
map to compensate for that. To say it as clearly as possible, the
straight and artifact-free normal maps one can generate with photoshop
plugins are plain wrong when it comes to 3d, which is the source for a
general misunderstanding of the technology for many people...
Does your map look wrong when rendered on the object?
-André
Rares Halmagean wrote:
Basically the pink banding you see there should not be present. As a
normal map from tangent space overall color present in the map should
be blue with variations in color present only in the wrinkles. I
don't know whats creating the pink color but it's not supposed to be
there.
*Rares Halmagean
2D / 3D Digital Artist *
<http://www.janimation.com>
André Adam wrote:
Basically, what's wrong with the tangent map you posted? Looks ok to
me on first sight...
-André
Rares Halmagean wrote:
I'm trying to export a normal from tangent map from an imported
zbrush mesh using ultimapper but the resulting map doesn't look right;
So I extracted polygons from the zbrush mesh thinking there may be
something wrong with the imported zbrush mesh but results remained
the same. I then extracted a new mesh from original xsi mesh and
then exported a normal seeing if that would yield better results.
Instead I got this;
Heres the settings I used;
--
*Rares Halmagean
2D / 3D Digital Artist *
<http://www.janimation.com>
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