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  1. Roninfang is offline
    Posts: 302

    Baking Normals?

    My first time trying to texture/paint the folds in and such without the use of Zbrush

    need help/critique...anyways have no problem with the modeling part now, diffuse and specular getting the hang of it...but baking the normal maps seems to be always the killer for me

    http://roninfang.deviantart.com/#/d4yi99p
    this is with the diffuse, normal (the one i used to the test render i had to clean up i always have a hard time baking clean normal maps) and specular map

    hmm a little help in baking normal maps

    used xnormal for this 3d model

    wanted to teach myself a bit first absolutely no zbrush since most of the game
    studios here in the philippines dont use Zbrush or have zbrush as a part of the 3d job exam

    everytime i bake a normal map in xnormal
    it keeps coming out with some sort for distortation or something not sure if the settings
    and such

    which i end up always cleaning up the normal maps

    anyways for my next 3d practice going to 3d one of my female OC's just noticed now i never done any
    female characters in 3d which is something more complex than this Victor model...hmm that should
    be good practice
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  2. Roninfang is offline
    Posts: 302
    Heres the base i used for xnormals



    and heres how it turned out

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  3. Roninfang is offline
    Posts: 302
    as you can see the normal map didnt come out clean...hmmm

    any suggestions?
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  4. talonhawk's Avatar
    talonhawk is online now
    Location: New Jersey
    Posts: 2,424
    one of your channels is inverted it seems

    plus why you using the spec as a base for xnormal? You should load in the his res obj and the low res and adjust the swizzle coordinates if need be and bake
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  5. Reply With Quote Reply With Quote #5

  6. talonhawk's Avatar
    talonhawk is online now
    Location: New Jersey
    Posts: 2,424
    thanks for the evermotion link never seen this one yet
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  7. Roninfang is offline
    Posts: 302
    @talon hawk

    hmm that isnt the Spec map

    thats the diffuse map just turned of some of the layers because i felt like it might mess up the
    normals when i bake it with Xnormal

    @Mogo

    ic will check out the links
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  8. MRico's Avatar
    MRico is offline
    Location: Los Angeles
    Posts: 938
    Hmmm, so you don't have an actual high poly? Well...this might be tedious.

    What you need to do is on that grey texture paint over it. Remember that everything white will pop out and everything black will sink in.

    So for example, the pockets, and suspenders, you should go over it and paint them white. You basically want to make a height map to then make a normal map from.

    For stuff made out of photoshop I use Njob http://charles.hollemeersch.net/njob

    Just make that height map take into Njob and play around with it and you should get something better...although, nothing will give you a better more accurate normal map than actually baking from a high poly.

    Also smooth out your transitions more you're getting a real "crispy" look to your normal map. Also, are you sure you require a normal map? If you push your highlights and shadows more you would be able to fake those folds on the clothing better. Because right now your clothes look really dark. Hard to tell what's going on.
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  9. Roninfang is offline
    Posts: 302
    "Hmmm, so you don't have an actual high poly"

    yup didnt make a high poly for this

    wanted to give it try

    no high poly, no zbrush

    since most job test i noticed here in the philippines your not allowed to use a high poly and no zbrush

    "What you need to do is on that grey texture paint over it. " hmmm the Diffuse/color map?

    i am trying out the workflow that the spec and normal/bump will be more less based on the diffuse/color map hmmm

    "If you push your highlights and shadows more you would be able to fake those folds on the clothing better." ic ill give it a shot
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  10. Quote Originally Posted by Roninfang View Post
    yup didnt make a high poly for this
    xNormal requires you to have a high poly mesh if you're going to bake in any details. Kinda defeats the purpose of baking a normal map if you don't actually have high poly detail to bake in.
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  11. Roninfang is offline
    Posts: 302
    ic, maybe that's what i was doing wrong :facepalm:

    was using option in Xnormal forgot where in the menu
    but from the Height Map thing it converts it to a Normal Map

    hmmm but if thats the case how do i got about a job test (ran into 2 job test so far that asked for a normal map as well but wasnt allowed to have a high res model and no zbrush) that will require a normal map for the 3d model without using a high poly and/or zbrush

    hmmm

    in anycase thanks so far all the advice/critiqued

    it really helped ^_^
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  12. talonhawk's Avatar
    talonhawk is online now
    Location: New Jersey
    Posts: 2,424
    I always make hi poly model first then your free to do whatever then retopo it uv it and bake your normals. Remember you only need to uv the low poly
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  13. Roninfang is offline
    Posts: 302
    @talon
    maybe for personal artworks, ill do that workflow

    though for job tests
    usually just given a sketch of something

    then model it (low poly as much as possible) and unwrap

    in some studio though job test also includes texturing as well
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  14. Roninfang is offline
    Posts: 302
    also forgot to add...would it alright if any one here that can rig and animate a bit
    rig and animate the Vasko mesh? ill send the file as a Obj

    just wanted to see if this thing animation friendly

    and i am not very good at rigging and character animation
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  15. Shadownami92's Avatar
    Shadownami92 is offline
    Location: Southern California
    Posts: 908
    There is always the idea of learning to rig and animate on your own. Knowing the basics of those skillsets is very helpful to know.

    Blender and 3DS Max have simple rigging solutions so overall those wouldn't be a problem if you use one of them.

    Maya had quick rigging solution plugins on sites like Creative Crash I believe.

    For 3DS Max you can look up a CAT rigging tutorial, your mesh is simple enough to get that working fast. And CAT has an auto walk cycle feature you could experiment with.

    If you use Blender 2.5 or higher you can check out rigify for rigging.

    But seriously, I think if you try out rigging it should help your skill set a lot. And it's nice so you can pose your models for presentations and not have to rely on others to do so.
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  16. Roninfang is offline
    Posts: 302
    i do know how to rig and animate but its not my strong skill

    "autowalk" function in CAT hmmm
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  17. waterbear1224 is offline
    Posts: 10
    (Since you can't make a hi poly model...)

    You can always paint the wrinkles and details into the diffuse and then use the photoshop filters that xnormal automatically gives you. They have height to normal and a few others.

    You might need to make a few normal maps (by turning off/on certain layers), and then overlay those normal maps together into one file.

    It also might help if you made a few brushes with layer styles to help imitate height in your wrinkles.
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  18. Roninfang is offline
    Posts: 302
    ic

    hmmm

    just that i noticed all of the 3d job test ive been through here in the philippines

    your not allowed to make a high poly and use zbrush
    but in the portforlio they having maybe 1 or 2 3d model with zbrush used is a plus but not a requirement

    usually goes like this
    they give you a 2d artwork of something

    either they ask you
    to just model and unwrap it

    or

    model, unwrap it and texture it


    a lot of the game studios here usually work on mobile games, iphone, ipads

    there a few game studios here that outsource for the ones that make on the major consoles
    like ps3, pc etc but not that many
    Reply With Quote Reply With Quote #18

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