The tangent operator, unless accidentially frozen, is active all the
time nonetheless. Adjusting the operator's smoothing value will have
great effect though. That's for compensating on the aforementioned
uv-space distortions, meaning it will work less well for heavily
distorted uv spaces. It really comes all back to creating a good texture
projection. The more you distort a texture projection to wrap around an
object, the less good the normal map results will be. Finally, cracks in
the texture projection are a no-no, they are a guarantee for cracks in
the normal map and rendering result as well.
Normal mapping is a very unprecise technique with lots and lots of
variables influencing the quality of the result...
-André
Pedram Karimfazli wrote:
remove the tangentmap from the object, then tryfeezing your transforms
and reopen the utlimapper pp so it generates a new tangentmap and try
generating a new normalmap.
On 5/31/07, * André Adam* <a_adam(at)49games.de
<mailto:a_adam(at)49games.de>> wrote:
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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