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Benopotomus
05-09-2007, 01:57 AM
Hey everyone. I've been using normal mapping for quite some time now and consider myself fairly proficient. I have offically come to my first real snag in the process. I'm currently working on a game character by creating a high-poly and generating the normal off of that. I have mechanical obects with bolts and various surfaces interpenetrated and combined in maya. When I try to bake this high-poly mesh (with multiple meshes combined) to the lower-poly mesh the map does really strange things. One example is having the map translate on the surface. I've messed with the settings and cant seem to find a way around this.

Heres the normal map generated from a single high-poly mesh:
http://benjaminrodgers.com/screen04.jpg

Heres the issue with bolts on a surface:
http://benjaminrodgers.com/normalproblems1.jpg
http://benjaminrodgers.com/normalproblems2.jpg

If anyone can help me get a proper generated normal map from multiple meshes (either in maya or max) I'd greatly appreciate it.

- Benjamin Rodgers

Dennispls
05-09-2007, 09:53 AM
Make sure you dont have any overlaying uvs
Also make sure if youre doing this in maya that your high poly mesh is slightly bigger than your low poly mesh (make sure the low poly doesnt clip through the highpoly geometry)
If you do that it should be fine.
(you could aslo render the normalmaps in passes.
E.G The bolts as a seperate pass. The base as a seperate mesh)

TychoCelchuuu
05-09-2007, 03:34 PM
You might want to freeze transformations on everything; that might be your problem.

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