General Category > Ongoing Anim8or Development

Normal Maps

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Steve:
Raxx: there are two problems that I've found in the bulldog model's normals:

1. The model imports into Anim8or with some creases because the solid angle between some adjacent faces is greater that 45 degrees. Changing the Smooth Angle in the mesh properties dialog to a higher number fixes this.

2. Anim8or computes binormals with rather different directions on adjacent faces. Then it smooths them across between adjacent faces for a consistent transform space.  The results can interpolate poorly.  I'm looking into a fix for this.

Raxx:
Hey Steve, in the render of it I posted earlier, I had already set it to 180. I've tested it in Blender and Unity3D and it works great in both of them. Oddly, in 3ds Max the UV seams stood out badly and I couldn't figure out how to fix it. I attribute it to my lack of expertise in that software :P

Hopefully fixing #2 will do the trick!

$imon:
Wow, nice new feature, Steve! It's a great step for Anim8or. My viewport was messing up because of the GLSL shader issues with my (Nvidia) graphics card, but it's looking promising!

Raxx, I tried out your model in 3d Studio Max and I think you have answered your own question already earlier. Try checking 'flip green' in the normal map.

Raxx:
$imon, already tried it and just about every option, no dice. I know 3ds Max is -Y on green, but changing it didn't affect the seams. It's probably something else I missed. I'm not too concerned since I don't have any intention of learning the program right now.

Hypure:
New toys, thanks Steve.

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