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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2012
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    41

    Default Not really sure what this Normal Map problem is

    I'm making these steps and thought I would try my hand at baking. I modeled out the high and low poly....



    But when I bake out the normal map I get these errors that I don't know how to deal with....



    Is the green a matter of switching the green channel upside down? I wasn't sure if it had to do with my models matching or what. Any help would be greatly appreciated.

  2. #2
    Palace Guard
    Join Date
    Mar 2008
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    3,588

    Default

    You can't use normal maps in that manner, it can't make those corners rounded on the inside there

  3. #3
    Boomshot
    Join Date
    May 2011
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    Chicago
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    Default

    Normal maps are more for surface detail, not faking geometry to that extreme. You would be better off just adding extra polys to the low res mesh and beveling to get that rounded look. How many polys are in the high res?

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2012
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    Default

    That was what I initially thought, but someone over in Polycount told me otherwise so I wanted to put it into practice. Also, after watching this tutorial it did make sense, but then again I don't quite understand what you can delete from a model and what you're suppose to leave for the low poly mesh. The high poly is about 23k polys. I read the polycount wiki, did my do diligence in watching tutorials, made myself a guide, and still am not fully comprehending the normal map workflow. Can I get a crash course in this department please

  5. #5
    MSgt. Shooter Person
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    May 2012
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    Default

    Go With what darthviper107 Said, and why cant you just use the geometry tool to change the shape of the steps, im sure that would be easier then having to bake it?
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  6. #6
    MSgt. Shooter Person
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    Mar 2012
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    41

    Default

    Sorry, I don't know what you mean by geometry tool

  7. #7
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Location
    Munich
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    85

    Default

    Normal maps add a certain illusion of height and depth to a texture. The mesh geometry remains the same, it's all in the texture. That's the great thing about normal maps: You can have a mesh that is only 2 triangles look like it has an indefinately higher amount of triangles.
    You use normal maps to add detail to a surface, such as wrinkles to a face, folds to cloth, a sense of roughness to an asphalt street etc. that would otherwise only be achievable with a bazillion polygons.
    In your example (I'm not sure what it is) you could add bolts or rust to the surface on your high poly model if were trying to achieve a metal surface. Just remember: The geometry of the low poly model does not change.

  8. #8
    MSgt. Shooter Person
    Join Date
    Mar 2012
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    41

    Default

    Quote Originally Posted by benfranke View Post
    Normal maps add a certain illusion of height and depth to a texture. The mesh geometry remains the same, it's all in the texture. That's the great thing about normal maps: You can have a mesh that is only 2 triangles look like it has an indefinately higher amount of triangles.
    You use normal maps to add detail to a surface, such as wrinkles to a face, folds to cloth, a sense of roughness to an asphalt street etc. that would otherwise only be achievable with a bazillion polygons.
    In your example (I'm not sure what it is) you could add bolts or rust to the surface on your high poly model if were trying to achieve a metal surface. Just remember: The geometry of the low poly model does not change.

    Im modeling out some stairs for a fire escape and the reference shows these rounded middle parts. So normal maps don't impact the smoothness if baked?

  9. #9
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,479

    Default

    No. The geometry remains the same.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  10. #10
    Iron Guard
    Join Date
    Jun 2008
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    Gamertag: Black Fang666

    Default

    They can fake stuff when you are looking at a flat part of the surface, but they can't round out corners like that. You can use them to draw on fake details, but the poly's will still be flat. Select the edges in the corners and chamfer them a couple of times.
    Want to collaborate? Want to chat UDK? Message me on Skype, Craig Delancy. Check out my UDK Youtube channel: http://www.youtube.com/user/xblBlack...ew=0&flow=grid


 

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