-
-
Great character! Thanks for sharing the process. It is always interesting to follow someone's work steps!
-
-
Mental Ray Maps
-
-
Normal map process!!
Just trying to get a good workflow going so I thought Id keep sharing some stuff.
I kept getting seems in my Normal map even if I increased the border or antialiasing.
I thought the seams where due to the way I packed my UV's. I tryed rotating them to all face down but nothing?
The only thing that worked was flipping the green channel when generating a normal map in Zbrush. It worked but it makes some bumps look upside down. Kinda strange!
Solution was to:
-generate a normal map with and without flipped green channel.
-open both new maps in photoshop and mask out the edges/seams of the original normal map to reveal the other normal map (flipped green channel) layer beneath/under it.(just use a soft brush for this.)
Hope this helps. If any one else knows how to avoid these normal map seams please let me know. Its doing my head in. (I am trying Xnormal next)
this is final normal map.
-
Here's a really good tutorial on the area about generating normal maps http://area.autodesk.com/tutorials/n...l_game_modeler . You'll need an area account. The trick is hardening the border edges and softening everything else. Unfortunately, you can't do this in Zbrush. So you have to generate your maps in another app. I like decimating the high res and generating my maps in Maya. Hope this helps. Good work so far!
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules