PDA

View Full Version : Problem with bump map


divinedreamer
08-15-2009, 01:47 AM
Hello, I seem to be having some issues with bump maps. For this model, I have some chips in the wood and scratches. I made a black/white bump map from the diffuse texture and used a photoshop plugin to save the bump map as a normal bump map.

WIth the normal map, I went into 3DS Max, went into the Material Editor, scrolled down to the Maps area, by Bumps I clicked on "None" and selected "Normal Bump" and put the Normal bump map into the Normal slot. However, when I do a render, the bumps look good all around my dresser, except for one side and the back. The back won't be seen as it'll be against a wall, but the side will be seen and the bumps look like they are pushing out instead of in.

In the image below, the left half of the dresser is correct with the chips and scratches going in. But on the right half, it looks like the bumps are pushing out. Any idea how to fix that?

Thanks.

http://i937.photobucket.com/albums/ad217/trinitysongs/invertedBump.jpg

Conniekat8
08-15-2009, 02:28 AM
Maybe I'm not seeing this quite right, but to me they look like they're still pushing in, just not as crisply as they do on the lsft side - as if the area on the UV map for the right side is much smaller then for the left side, and the image got grainier.

As a general rule, it's the direction of the facet normals that tells the texture what's up and what's down, so you need to know that your normals are facing the way you want them to on the model and on the UV map.

divinedreamer
08-15-2009, 03:44 AM
Maybe I'm not seeing this quite right, but to me they look like they're still pushing in, just not as crisply as they do on the lsft side - as if the area on the UV map for the right side is much smaller then for the left side, and the image got grainier.

As a general rule, it's the direction of the facet normals that tells the texture what's up and what's down, so you need to know that your normals are facing the way you want them to on the model and on the UV map.

Ah ha! I think I found out the problem thanks to your general rule. I'm still new and learning my way into 3ds max modeling and texturing but after what you said, I poked around more and it wasn't until I rechecked my UV did I find that my UV normal was off at a weird slant. I have to go back and fix that now. Thanks for your help!

Conniekat8
08-15-2009, 09:26 AM
I'm glad it got you on the path of figuring it out. Good work :)

CGTalk Moderation
08-15-2009, 09:26 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.