|
![]() |
#46 |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
scaryjack, basically you can do two things to generate a normal map:
1) Paint a "bump map/height map". Then convert it into a normal map. This option is good for doors, cubes or simple planar objects and is very fast. 2) Model a high density mesh ( millions of polygons ) + a lowpoly mesh(that will be used in your engine ). Using the highpoly mesh you can project the detail into the lowpoly one. This option is the one that gives you best result but can be slow to generate the normal map and requires to sculpt the highpoly mesh(which can be tedious). So the first is to choose if you are going to generate the normal map from a height map or using the high/low mesh approach. You can see some good basic tutorials here: http://www.poopinmymouth.com/tutoria...l_workflow.htm http://www.bencloward.com/tutorials_normal_maps1.shtml http://www.game-artist.net/forums/sp...l-mapping.html Hope it helps |
![]() |
![]() |
![]() |
#47 |
Registered User
Join Date: Aug 2006
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
thx alot so far!
|
![]() |
![]() |
![]() |
#48 |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
xNormal 3.11.1 released.
Basically solved some bugs + added "load mesh folder" feature to load highpoly chunks more easy. |
![]() |
![]() |
![]() |
#49 |
Registered User
Join Date: Jul 2007
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
Hi santy, I really like XNormal, I like how sharp they turn out,
but I'm having trouble with little artifacts, I'm guessing the high poly is dipping below the low poly, illustrated with this little illustration ![]() I'm using a OBV cage, and have been experimenting all day, increasing a little bit the rays distance and flicking switches, but always it turns out the same. Do I increase the backward rays, or do I have to adjust the base mesh? Thanks for any insight and this great utility! Also, would you ever think about creating a game engine with this? The normal maps look sweet in your viewer, no seams! ![]() ![]() Last edited by andy circus; 12-10-2007 at 05:37 AM.. |
![]() |
![]() |
![]() |
#50 |
Artificial Soundwave
|
Andy Circus, you could just increase the size of your highpoly, or decrease the size of your lowpoly and match them up as good as you can. It shouldnt be to hard to do with a projection cage.
|
![]() |
![]() |
![]() |
#51 |
Registered User
Join Date: Jul 2007
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
Oh, I didn't think about messing with the scale a little bit, thanks!
Awesome! |
![]() |
![]() |
![]() |
#52 | |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
You need to adjust cage in a way that covers completely the highres mesh. Only the cage... you don't need to alter the mesh geometry at all.
Don't use uniform ray distances unless your mesh is very simple(a sphere, cylinder, etc)... try always to use cages, will give you always better results. When using the cages method remember to check in the "use cage" in the mesh list corresponding slot... or the cage won't be used even if is present. Also remember the cages are only stored if you re-save the mesh as OVB or SBM. And remember too you can use "external cages" stored in different files, use the built-in xNormal cage editor or the 3dsmax SBM exporter with the Projection Modifier. Other thing... xNormal does not like small meshes ( radius less than one unit ). That's due to floating point numbers precission. If you really need to manage small meshes you can 1) Scale the mesh in your favourite modeling program, then re-export it. or 2) Use the "mesh scale" feature in xNormal ( located in the lowpoly and highpoly mesh slots ). Of course the open #2 is better because you don't need to re-export the mesh. I usually work with meshes with an approximated radius of 100 units.... and centered near the world origin at (0,0,0). Quote:
Also wanna port xNormal to linux some day... Hope it helped. Last edited by jogshy; 12-10-2007 at 05:53 PM.. |
|
![]() |
![]() |
![]() |
#53 | |
Registered User
Join Date: Jul 2007
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
Quote:
![]() [EDIT] Ahhh, scale! I was loading my little miniature model! Thanks Santy everything looks great now! Good luck with your game engine 8D Last edited by andy circus; 14-10-2007 at 02:26 AM.. |
|
![]() |
![]() |
![]() |
#54 |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
Version 3.14.1 was released!
http://www.xnormal.net |
![]() |
![]() |
![]() |
#55 |
Artificial Soundwave
|
hey, question... where's the problem when it gives this error: 'Unexpected error rendering the triangles for maps'
and how to fix it? |
![]() |
![]() |
![]() |
#56 |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
![]() |
![]() |
![]() |
#57 |
JRK Mamber
Join Date: Dec 2006
Posts: 194
Thanks: 1
Thanked 2 Times in 2 Posts
|
Hi Jogshy it is giving me error during downloading, when it is approaching to 13%. I don't know that to do. Can you tell me downloading instruction.
JRK
__________________
Regard JRK |
![]() |
![]() |
![]() |
#58 |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
![]() |
![]() |
![]() |
#59 |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
Uploaded the 3.14.2 at http://www.megaupload.com/?d=4Z6U0JZ9
The 3.14.3 is comming soon btw |
![]() |
![]() |
![]() |
#60 |
Registered User
Join Date: Sep 2005
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
|
xNormal 3.14.4 has been released!
![]() ![]() - SSAO in the DX10 graphics driver - Fake indirect lighting in the DX10 graphics driver. Added a Cornell box example to show this. - Recompiled using SSE for extra speed - Improved a bit the quality of the raytracing graphics driver ( I have secret plans for that ) - Corrected several bugs Last edited by jogshy; 29-03-2008 at 07:56 AM.. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|