2013年10月7日 星期一

When i bake normal map with Xnormal or 3D max , they look a little bit different in hard edges model. Why ~~ part_01

As title, i found some research from polycount thread .(3q so much ).

research :  http://www.polycount.com/forum/showthread.php?t=107196

Below it's my study summary.

1._There are two methods to bake a normal map.

2._Averaged projection mesh and Explicit mesh normal  

3._In 3DMax, By default ,it's averaged projection.But  Turn off "cage" and then Offset option will be show off in the RTT (render to texture) option. It will become EMN mode.

 In Xnormal, it's Explicit mesh normal .If you use "cage",it will become APM  <------No wonder i find my normal map baked from xNormal different with others baked from MAX !!!

4._Using a synced normals workflow. (If your game engine support it )

to be continued~~

Left : Normal baked Max
Right : Normal bake Xnormal
PS : SG180 = smooth group 180 ,non SG = No smooth group


如題,我從polycount 討論串發現了一些資料(太感謝了)

資料來源 :  http://www.polycount.com/forum/showthread.php?t=107196

下面是我的學習總結。

1._有2種烘培Normal map的方法

2._分別是Averaged projection mesh and Explicit mesh normal 

3._3DMAX,默認情況下,它是APM。但關閉“cage”,然後offset選項將顯示在RTT(渲染到紋理)選項,它將變成為EMN模式。



 在Xnormal,它是EMN,如果您使用的“cage”,它將成為APM<------難怪我發現我從Xnormal燒的法線貼圖與他人從MAX燒的不同

Xnormal                                                                       

















MAX

















4._使用同步的法線工作流程。 (如果你的遊戲的引擎支持)


待續~~

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