I started this thread to find out if there is any available documentation specifically
demonstrating baking tangent space normal maps in blender. if not, has anyone
tinkered abit with the new SVN builds found at:
to see if baking tangent normals will work? I’m not a blender guru, but I did
do a google searce and found a very technically challenging work around
hack using the nodes system, but that is far beyond what I’m able
to achieve. You see, I recently came back to blender after going cold turkey,
in order to focus studies on c++. I’m not real familuar with the newer Blender.
I can maybe get by using a third party normal baker, but I’d love to see it done
solely in Blender, were it has always belonged.
I have three SVN builds (561 by jaco, 596 and 598) and the standard 2.45
If there is some techinque to accomplishing this within these or some other version of
blender, please let me know. I’m hoping for a fairly straight forward way to do the bakes
( with good results and minimum clean up ), since my computer can’t support xnormal, and
DENormGen seems to flake as well, even on a simple cube ‘crate’ bake (you know, crates
are in most games). Nevermind Melody, it has never worked for me, and I don’t intend
to read ever piece of documentation for a dozen apps to do something that Zbrush 2’s
Zmapper does in that perfect ‘no brainer’ way. :banghead: :argh:
So please help this idiot out. Thanks!