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Normal Map Issues of DEATH

Started by March 26, 2008 09:38 PM
9 comments, last by Jarrod1937 16 years, 9 months ago
Quote: Original post by Professor420
I think you're right. Anyway:

Quote: You also should not allow any of the high poly model showing through your low poly, this will cause the rays to miss, producing errors in your normal map.

That is incorrect. While sometimes you choose to cast 'out' or cast 'in' (it just flips the ray the low-poly surface is casting to find the high-poly point), you generally cast both ways, which is what the OP is doing.

Ok, thanks, i knew i must be missing something there. I've only seen documentation using the high inside the low setup, with the low completely encompassing the high and having the high poly cast out. But i didn't know ray casting could go both ways.
But yeah, Sub, the rest of his advice, besides the green channel flipping should help you out along with mine. Though you may still need to flip the green channel once you get the model in an engine. Different engines and different api's use different standards. The most common difference in the inverting of the green channel (y-axis lighting).
Goodluck, be sure to post the updated results! :-)
-------------------------Only a fool claims himself an expert

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