Re: Ultimapper- Normal map issues
| Date : Thu, 31 May 2007 14:23:58 -0500 |
| To : XSI(at)Softimage.COM |
| From : Rares Halmagean <rares(at)janimation.com> |
| Subject : Re: Ultimapper- Normal map issues |
I see what you're saying. I'm not sure the uv's have anything to do
with this particular problem as they are very clean with minimal
distortions. I unwrapped the object using Roadkill. See for yourselves;![]() I also applied the texture onto the object itself to see where on the topology the pink is exposed; ![]() I just tried your method Pedram and it looks like it did the trick which is strange because i did the same thing yesterday and it didn't seem to work. The pink covering the entire front side is no longer there now though which what i expect a 'normal' normal map to look like :-) . ![]() Thanks guys for your suggestions. Really helped a lot. André Adam wrote: 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. |
- References:
- Ultimapper- Normal map issues
- From: Rares Halmagean <rares(at)janimation.com>
- Re: Ultimapper- Normal map issues
- From: André Adam <a_adam(at)49games.de>
- Re: Ultimapper- Normal map issues
- From: Rares Halmagean <rares(at)janimation.com>
- Re: Ultimapper- Normal map issues
- From: André Adam <a_adam(at)49games.de>
- Re: Ultimapper- Normal map issues
- From: "Pedram Karimfazli" <pedrammeister(at)gmail.com>
- Re: Ultimapper- Normal map issues
- From: André Adam <a_adam(at)49games.de>
- Ultimapper- Normal map issues
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