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Tips on how to make better looking Normals?

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    Tips on how to make better looking Normals?

    In the first picture is a model i am trying to get ingame just as a quick test piece from 3ds 9, i liked the look its given it in the view port with the shader and wanted to get the same kind of effect in UDK , but when i tried all i get was the last 3 pictures, low quality normal maps and no where near as good looking, can anyone point me in the right direction or help with this please?

    Before UDK
    [SHOT]http://img35.imageshack.us/img35/3756/wowkx.jpg[/SHOT]

    After UDK
    [SHOT]http://img246.imageshack.us/img246/2518/testxn.jpg[/SHOT]
    [SHOT]http://img138.imageshack.us/img138/261/udk2g.jpg[/SHOT]
    [SHOT]http://img138.imageshack.us/img138/6870/udk1.jpg[/SHOT]

    #2
    Did you create a 2nd UV set for lightmass?

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      #3
      yes i have created a 2nd set of UVWs for lightmass

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        #4
        Did you compress the normal texture?
        Personally, I would add more geo detail unless you have a blocky theme going.

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          #5
          make sure to enable supersampler (hammersley) in 3dsmax before you bake.

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            #6
            Originally posted by JohNLA View Post
            Did you compress the normal texture?
            Personally, I would add more geo detail unless you have a blocky theme going.
            I have a feeling that its actually Unreal compressing my textures rediculously cause I am rendering them off at 1024 and in the editor it says they are being done at 379 or something similar which I really really dont get , just let me grab it now ...

            Ok in the texture information it says its being split in half , probably the compression and I now wish to know how to take that off , I dont want to have to resort to rendering twice as high to get the result I want , this is exactly what it reads...

            Imported Normal : 1024-1024
            Viewing at : 397-397
            Max ingame : 512-512

            Halp T_T

            Comment


              #7
              Viewing at is the current size in the preview window, resize the window and see the value change.

              Max ingame is most likely because of your LODGroup settings in the ini files, they're usually set to 512 or 1024, try increasing them and see if it works.

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                #8
                Cheers Denny , i tweaked the LOD group settings in the ini , i doubled them all and put DX10 mode on and now everything looks tons better

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                  #9
                  Originally posted by Moodydata View Post
                  yes i have created a 2nd set of UVWs for lightmass
                  Assuming that it will be a dynamic object, you don't need it becuase lightmaps are for static models only.

                  The only two differences I see is the lack of specular reflection and over-exposure, most likely due to different lighting setup.

                  Try to describe where is the problem because it's really hard to see on the pictures - they look pretty much the same for me.

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                    #10
                    its ok now mslaf its fixed it was the LODgroups on the textures , they where way too small , i`ll show the results in abit.

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                      #11
                      That's nice to hear. I've always been curious why Epic didn't make the defaults maxed out, let those few who get memory problems learn the solution, instead of the whole community being confused why their assets looks like **** when imported to the engine.

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                        #12
                        Amen. I'm still having normal issues but I won't hijack this dudes thread Updated shots?

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                          #13


                          You`ll only notice a few subtle differences , but one major one is enhanced texture resolution , im up closer to the model which is a total improvement because you`ll notice on the other picture im actually a fair distance away from it, also more edges are shown due not to the lighting but the fact that the low res texture was not picking them up.

                          That and parts of the gun actually look 3d now due to the normal map being bigger too.

                          Comment


                            #14
                            Just a summary of stuff I learned:

                            - I always test with NormalUncompressed, it reduces the size in 2 but with no compression often appears better. You may want compression eventually, but for testing...
                            - I always defer compression since it will allow you to view your file without any for the moment, and you can constantly update and tweak your normal map without it recompressing it each time (it compresses it when you save out the package)
                            - There is a LOD selection to be made when you import the normal map, in addition to Denny's modification of INIs, so for a Weapon I select WeaponNormalMap (which is obviously based on the INIs)
                            - Hard edges are ur enemiez! I've seen a ton of advice out there, but thus far I've found the advice that: for your low poly, make everything into one large smoothing group (or soften all in Maya) generally gives the best result, the exception being that when you have a truly hard edge or natural seam, making that edge hard is fine provided you don't mind there being a seam there (which some places would have and won't look out of place)
                            - Beveling fixes what playing with smoothing groups can't (hard/soft in Maya)
                            - Don't just hit the clone brush in photoshop and have at your normal map to fix it, consider doing it by channel and renormalize it at the end regardless (see articles below)
                            - Consider "leveling" your normal map, blues in particular, to help it "pop" a bit
                            - Maya flips the freakin green channel, you're Max so you're fine

                            Articles I found useful:
                            http://www.bencloward.com/tutorials_normal_maps9.shtml
                            http://www.poopinmymouth.com/tutoria...l_workflow.htm
                            http://www.svartberg.com/tutorials/a...ormalmaps.html
                            http://wiki.polycount.net/3D_Tutoria...Next_Gen_Games
                            http://wiki.polycount.net/Normal_Map

                            Comment


                              #15
                              Might do the trick with the blue thing , i did the inis thing and it made everything better :O

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