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3 Dimensional Chat / Mirrored Normal Map problems?

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SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 11th Aug 2010 17:51
Hi all, I feel like a real dunce asking this, but does it matter if you use a uv map that's mirrored when creating your normal map? I seem to remember it being said somewhere that it wasn't a good idea, but I would love to get some confirmation or rejection of that idea, and a small explanation as to why would be awesome.

Thanks!

SamHH


Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 11th Aug 2010 19:39
as long as the normal map is all symmetrical then it shouldnt be a problem


[Q]uik, Quiker than most
bond1
19
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Joined: 27th Oct 2005
Location:
Posted: 11th Aug 2010 20:42 Edited at: 11th Aug 2010 20:45
It WILL be a problem in most cases because your lighting will appear "inside out" when in game. Unless your using a very high-end game engine that can identify and flip the mirrored normals at runtime, you SHOULD NOT use mirrored normals as a general rule.

Remember the normal map is a set of three numbers that define a vector, stored in the RGB channels of the normal map. If you used mirrored normals in your normal map, you are basically making that vector point in the opposite direction. Don't do it.

It helps when UV-ing your model to place a texture on it that has some text. If the text appears backwards or flipped, you know that your UV's are pointing in the wrong direction.

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"bond1 - You see this name, you think dirty."
SamHH
17
Years of Service
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Joined: 9th Dec 2006
Location: Vermont
Posted: 11th Aug 2010 23:25
Ok, thanks Bond, are overlapping uvs also an issue? And also, if it's not a huge pain in your bum could you tell me what kind of facial rig you usually use for your characters and whether you're physique or skin?

Thanks,

SamHH


bond1
19
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Joined: 27th Oct 2005
Location:
Posted: 11th Aug 2010 23:55
Overlapping is only a problem if you're baking from high poly to low poly. Once the baking process is done, you can have overlapping UV's - for example, a character that has duplicate pieces of armor.

For lip syncing facial rig, I use the prebuilt rig from Dark Voices - scaled to the size of an FPSC character. If the character's mouth just simply needs to open and close, I'll just use a biped pony tail for the jaw bone.

I ALWAYS use skin, haven't used physique since making Model Pack 2.

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"bond1 - You see this name, you think dirty."
SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 12th Aug 2010 04:55
Thanks for the reply, I don't suppose you have a messenger address or anything that I could reach you at to go through things with a little more detail on occasion, sorry this probably feels like the millionth guy whining at you and going, "BOND I LOVE YOU, MAKE ME MODELZ, I WILL <3 YOU 4EVAR!!!" But it would just be sweet to pick your brain about a few things and some ideas I had for some more innovative fpsc creations if that doesn't sound too annoying you can click the lil messenger guy under all my posts.


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