Normal Mapping on a seperate UV layout ?


#1

I’m new to normal mapping and realise that the normal map is laid out using the UV’s. Here’s the problem. I have a crate, I want to keep higher texture quality on all the sides and just use the whole texture on each face ( overlaying teh UV’s. This of course means the normal map will just create one face of the higher poly model. Now each face is differen’t and it’d be great if the normal map could use a seperate UV map and map all 6 sides.

Is this possible ? If so, I’m using Maya 6.0 how to I get it to use this seperate set of UV’s ?


#2

Depends on the game engine, but with our system we can use separate UVs for the normal map than for the color map (or any other channel for that matter). In fact we have combined multiple normal maps into a single surface, each using separate UVs.

I can’t tell you how to set it up in Maya though, we mostly use 3ds max.


#3

I prefer 3DSmax aswell though Maya’s UV Layout / texturing tools are nice. Mainly the stitch edges feature.

We’re using Renderware, and I’ve been delegated the task of doing some research in relation to mapping. :slight_smile:

I know how to create multiple UV sets just no clue how to move them to Renderware. Installing Renderware on my machine has actually messed with alot of things, including the normal mapping tools.


#4

Hmmm, then it might help to post in the Game Dev section, with Renderware in the subject line. Last I heard, there was no Renderware-specific forum anywhere, so it may be tough finding the knowledgeable RW gearheads. You could try in the new Polycount boards…

http://boards.polycount.net/postlist.php?Cat=0&Board=3


#5

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.