Cyborgguineapig
07-22-2006, 05:43 AM
I have a general question about making normal maps, not sure if this should be posted in this section or not. I currently have a high poly character modeled in Maya with geometry in and around fingernails, mouth and eyelids As well as toes wich have slightly overlapping geometry. I plan to add detail to the high poly geometry in zbrush and then apply the normal map to a low poly game model which too has a little bit of overlapping geometry in some areas. My question is if it will be possible to apply the normal map onto the low poly without getting artifacts or issues in those overlapping areas? If so should I go and make adjustments like remove geometry from under fingernails in favor of ones which simply extrude out from the mesh?
Could I make a normal map from a high model with overlap and apply it to a low poly with no overlapping geometry and expect to see the details of the fingernail crease, for example, without getting weird bugs/?
Does the low poly uvmap define the normal lighting projection or does it simply work on the outside of the mesh and only what is visible?
Could I make a normal map from a high model with overlap and apply it to a low poly with no overlapping geometry and expect to see the details of the fingernail crease, for example, without getting weird bugs/?
Does the low poly uvmap define the normal lighting projection or does it simply work on the outside of the mesh and only what is visible?
