Author Topic: Normal mapping and the UV map (kinda important)  (Read 10167 times)

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Offline Turambar

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Re: Normal mapping and the UV map (kinda important)
looks like ****ty compression or something
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Re: Normal mapping and the UV map (kinda important)
Checking....
It looks like the panel line isn't as deep but still jaggity.

It's PSD so there shouldn't be any lossless compression.  Also should the cube sides have seperate uv map sections instead of sharing?
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Offline bkd86

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Re: Normal mapping and the UV map (kinda important)
Scooby, what program are you using?
I ran this through one I have and got this in like 10 sec with no touch up.
You won't get good detail on your test without some specular and better lighting. Displacement maps do better shadowing than normal maps since its actual geometry. Normal ma[s only will shadow in the grooves not the bumps casting shadows. If your using the Nvidia pluggin I can't help you much, but the ATI program works pretty well, but you need to use a black and white image. Post a image of the texture you want to make into a normal map and I'll whip you one up real quick.


  
Re: Normal mapping and the UV map (kinda important)
Ok heres the base texture:

heres the height map:

heres nvidias tool normal map (height generation: 3x3, height source: average rgb, alpha field: unchanged, minz:0 scale: 2):

and heres Max 7's Mental Ray result with shine and lighting:


Not very pretty....
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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"Quick everyone out of the universe now!"

 

Offline Taristin

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Re: Normal mapping and the UV map (kinda important)
I looked to give it a try, but my video card on this laptop doesnt support pixel shaders :(
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Re: Normal mapping and the UV map (kinda important)
Neither does mine, and I don't have a laptop  :sigh:

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« Last Edit: October 04, 2006, 12:53:51 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline DaBrain

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Re: Normal mapping and the UV map (kinda important)
@Scooby_Doo

One problem seems to be, that the cube doesn't have enough polygons. At least it looks that way.
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Re: Normal mapping and the UV map (kinda important)
It's a basic 12tria cube... Isn't that the purpose of normal mapping?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Flipside

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Re: Normal mapping and the UV map (kinda important)
It almost looks as if the UV map is rotated by a minute amount, since the bump always drifts in one direction.

What's really strange is that if you look at the far side of the cube, you can see the polygons along the inside 'wall' of the bumps on those polygons, as though the bumps had been modelled rather than textured, since if the bumps were being rendered to the texture, you would not see that.

 
Re: Normal mapping and the UV map (kinda important)
Hmmm good point, unless mental ray can figure out based on the normals.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Bobboau

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Re: Normal mapping and the UV map (kinda important)
try bluring the bump map just a tiny amount before converting it to a normal map.
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Re: Normal mapping and the UV map (kinda important)
I blurred it... and watched it as it rendered from the old to the new blurred. didn't notice a thing...

However when i zoomed out a bit. this happened



And with bumpmap :-)


That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Flipside

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Re: Normal mapping and the UV map (kinda important)
Yeah, that's the problem, the displacement map was displacing the polygons off of the edge of the cube, hence the 'flying edges' effect. That also explains why it was converting bumps into polygons.

 
Re: Normal mapping and the UV map (kinda important)
How do I fix that?  Could that be the reason I'm having jagged lines?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Flipside

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Re: Normal mapping and the UV map (kinda important)
You don't need to, 3Ds max uses Bumpmaps, normal maps are a sort of 'cheap' version that are faster, but don't self-shadow. I forgot that 'displacement' maps in 3DS max divide the object up into thousands of polygons and offsets their position according to brightness, which is slightly different to a bumpmap. That was why your first model looked so odd, it was converting the normal map to greyscale and then displacing the polygons according to the result.

I don't know if 3DSMax has a way of rendering bumps from normal maps, alas, since I don't use it, but I'm sure someone will tell you if there is :)

Basically, if the Bump-map works, then so should the normal map.

 

Offline Nuke

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Re: Normal mapping and the UV map (kinda important)
i know max 8, in d3d mode, you can select dx9 shaders for your material. just click where it says standard and pick shader from the list, then load the shader for normal mapping.
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Re: Normal mapping and the UV map (kinda important)
Ohhh I think i remember seeing something about DirectX Shaders in Max 7... I'll report back in a few :-)


Nope no go.... Standard renderer does nothing and mental ray gives a warning about being not supported by this translator and renders to black.  Besides this is above my head.
« Last Edit: October 04, 2006, 10:53:08 pm by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Nuke

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Re: Normal mapping and the UV map (kinda important)
i just use the ts7 player myself, it works pretty well i just need a way to turn off the ****ing grid  :mad:
it screws up the lighting.

or if youre really desprate get a copy of doom 3 or quake 4 and replace some commonly used texture and normal map for one of your design. i find that works just as well. just remember pk4s are zips with a different extension :D
« Last Edit: October 07, 2006, 02:21:50 am by Nuke »
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Offline gevatter Lars

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Re: Normal mapping and the UV map (kinda important)
Scooby are you using max 6 or 7? Could you send me the max files with the textures...I would like to take a look at it...when I got the time to do it.
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Re: Normal mapping and the UV map (kinda important)
Uploaded to the ftp, base.rar
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"