twolarsens
04-14-2011, 09:49 PM
Hi,
I would say I grasp normal mapping quite well, but sometimes find that some areas are darkened in the final result (or appear as red in the actual tangent normal map). I know that 90 degree angles are to be avoided, so I had pelt mapped a tree in 3DS Max - the trunk split and the branches by themselves, and sometimes split, and still I get these darkened areas. I often see in tutorials that one is to add a skylight to the scene before Rendering to Texture, but when I do, the textures come out solid colored, with no details what-so-ever. Now, are there something one would have to do for this? Could the UV islands be too 'big', having been pelt mapped? Or is it not a light issue at all? There are really no distortions to speak of in the UVing. Anyway, I hope someone here can guide me to some sort of solution to this, as I think it's a rather universal and common object to make.
Thanks,
HL
I would say I grasp normal mapping quite well, but sometimes find that some areas are darkened in the final result (or appear as red in the actual tangent normal map). I know that 90 degree angles are to be avoided, so I had pelt mapped a tree in 3DS Max - the trunk split and the branches by themselves, and sometimes split, and still I get these darkened areas. I often see in tutorials that one is to add a skylight to the scene before Rendering to Texture, but when I do, the textures come out solid colored, with no details what-so-ever. Now, are there something one would have to do for this? Could the UV islands be too 'big', having been pelt mapped? Or is it not a light issue at all? There are really no distortions to speak of in the UVing. Anyway, I hope someone here can guide me to some sort of solution to this, as I think it's a rather universal and common object to make.
Thanks,
HL
