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Bad Normal Mapping Issues. Advice Please

Thread: Bad Normal Mapping Issues. Advice Please

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  1. borris's Avatar
    borris is offline
    Location: Twin Cities
    Posts: 104

    Bad Normal Mapping Issues. Advice Please

    So Im trying to do a normal map for a model im working on

    I did the same process I have done for other small projects in the passed

    And this came out the way it did

    Here is the Render To Texture Normal Map that was generated

    Any ideas why it looks like a Tie-Die Shirt??

    Reply With Quote Reply With Quote #1

  2. MRico's Avatar
    MRico is offline
    Location: Los Angeles
    Posts: 938
    What software are you using? Normal maps are usually blue...You got a lot of green going on...?

    Ummmm...I dunno the specific problem but I'ma go over my fuck-ups.

    Make sure you don't have overlapping pieces.

    Make sure you have a cage to project the high to the low. Also, make sure you have the "use cage" box checked in the render-to-texture if you're using max.

    Make sure you don't have any inverted faces.

    I think that's it, hopefully that might fix something.
    Reply With Quote Reply With Quote #2

  3. JesseMoody's Avatar
    JesseMoody is offline
    Location: Skowhegan
    Posts: 93
    Looks like local or object space and not tangent...

    Maybe try resetting xform? Check the uvs again? Making sure you are baking to channel 1 and not 2. I've done that.
    Reply With Quote Reply With Quote #3

  4. borris's Avatar
    borris is offline
    Location: Twin Cities
    Posts: 104
    Im using Max 2009

    Im gonna go over the unwrap again and check everything else you mentioned

    I have never seen green before this so im just really stumped

    If there are any other solutions please let me know

    Thanks guys for your help
    Reply With Quote Reply With Quote #4

  5. MRico's Avatar
    MRico is offline
    Location: Los Angeles
    Posts: 938
    Could you also, maybe post an image of your render to texture settings? Someone might spot an error.
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  6. borris's Avatar
    borris is offline
    Location: Twin Cities
    Posts: 104
    Here is the render to texture screen

    Maybe Im missing something

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  7. Aftermath's Avatar
    Aftermath is offline
    Location: Frozen Tundra
    Posts: 983
    That screenshot looks fine Brad, did you reset the xform like Jesse mentioned above?
    Reply With Quote Reply With Quote #7

  8. Anuxinamoon's Avatar
    Anuxinamoon is offline
    Location: Redwood City
    Posts: 218
    Try resetting the Xform of both objects like mentioned above, also make sure the materials on both objects are clear of any map data (unless you are specifically rendering it with and extra detail normal map)

    I usually turn off sub objects and I flag the Output into Normal Bump at the bottom, but that's me nitpicking. When its all working try rendering with global supersampler Hammerslay at 1. Makes it nice and sharp ^^
    Reply With Quote Reply With Quote #8

  9. borris's Avatar
    borris is offline
    Location: Twin Cities
    Posts: 104
    Hey guys, so I re-set x-forms and took off sub-objects.

    Im pretty stumped cause i have been going over the settings again and again

    I cant figure it out. Here is a screen of everything

    If your wondering, Im just trying to do the normals for the tail section at this

    time so thats why Im zoomed in on the tail. I think Im gonna go back to the

    original file where i set up the projection and maybe find something????

    This is really frustrating

    Reply With Quote Reply With Quote #9

  10. Aftermath's Avatar
    Aftermath is offline
    Location: Frozen Tundra
    Posts: 983
    Its just me but maybe its that hell of a modifier stack? Your probably confusing the shit out of max .
    Reply With Quote Reply With Quote #10

  11. Frozan's Avatar
    Frozan is offline
    Location: Seattle
    Posts: 816
    yeah within that stack u have two UV unwraps goin on too i would say thats at least most of the problem. i agree with moody also. lake sure its tangent. also make sure you have output into normal bump checked in your render to texture.
    Reply With Quote Reply With Quote #11

  12. YdoUwant2know's Avatar
    YdoUwant2know is offline
    Knight: 5
    Scribe:
    Location: Los Angeles
    Posts: 937
    Holy hell, that is a lot of edit Polys built up.... try collapsing the stack to a single Edit Poly and single UVW.

    If that still does not work for you, take a look at xNormal. It's a great stand alone program for generating normal maps that is free to use.
    Reply With Quote Reply With Quote #12

  13. Kickflipkid687's Avatar
    Kickflipkid687 is offline
    Location: Kirkland, WA
    Posts: 244
    Ya, don't work with that many modifiers. It causes issues when baking or can, but also just slows down your scene in general and causes other headaches. I know they can be helpful at times, but I usually work with just edit poly and I'll maybe add a symmetry or turbosmooth on top but that's about it.
    Reply With Quote Reply With Quote #13

  14. Buzzy's Avatar
    Buzzy is offline
    Location: Pittsburgh
    Posts: 152
    It looks like you already have a normal map on one of the objects and that normal map is on a different UV channel. If this is the case and you don't actually need that other normal map, then try putting a fresh and clean material on both objects before baking.

    By the way the texture is shredded, my guess is that you have a normal map on your hi-res but you never unwrapped the hires. So when you bake, its adding things together oddly.

    Also, when you RTT something, it will automatically apply the newly created texture to your object unless you tell it not to. So maybe you baked it once, it automatically applied that normal map to the object without telling you, then you baked it again. And now everytime you try to bake again, it compounds the issue.

    If you look at that first image of the tie-dye map, in the bottom right, you will see an object that has a mini version of the entire map inside of it. That suggests to me that you baked once, it applied that normal map to the model, then you baked again while that normal map was still on the model.

    Long story short, try putting clean materials on everything and try again.

    And maybe collapse that stack if you can. (you should never leave a huge stack anyway if you can avoid it. Max likes to corrupt big stacks)
    Reply With Quote Reply With Quote #14

  15. borris's Avatar
    borris is offline
    Location: Twin Cities
    Posts: 104
    Hey thanks guys for your comments

    Ya i do get carried away with switching between unwrap and edit poly when

    making adjustments to the unwrap and what not and forget to colapse. Well

    I tried the changes you guys all suggested and nothing changed. So i went

    back to the original file where everything was in place and i was getting

    ready to bake. Everything turned out ok. I must have done something along

    the way to really F*CK things up as you can see from the normal map that

    was produced. Thank you everyone for all your help. I really appreciate it and

    look for my thread Environment Scene_Military Base to see the results of the

    helicopter that you guys were helping me with. Thanks again.
    Reply With Quote Reply With Quote #15

  16. Shadownami92's Avatar
    Shadownami92 is offline
    Location: Southern California
    Posts: 908
    maybe inverting the colors in photoshop could provide some help? Although it really does look all messed up even if it were the right colors for a normal normal map
    Reply With Quote Reply With Quote #16

  17. Aftermath's Avatar
    Aftermath is offline
    Location: Frozen Tundra
    Posts: 983
    issue was resolved.
    Reply With Quote Reply With Quote #17

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