I study this tutorial with 3ds Max and find some useful tools. I feel so good!!!!
2020年9月12日 星期六
2013年11月13日 星期三
Xuan Yuan Sword 6_DLC_ (bake a hard edge Normal map)
I just finish my project last month. Yes, it's SWD6-DLC ! This time i have some cool challenges. Create a lot of hard-edge model for Environment. Why do i say this is challenge ? Because i didn't much understand the Normal of the Hard-edge and took a lots time to test hard-edge Normal map, let it looked correctly in Unity .
Generally speaking, baking a hard-edge normal.
一般來說,烘烤法線硬邊。
I will to smooth group ,setting auto-smooth 45 degree,in 3dsMAX.
我將平滑組,設置自動平滑為45度,在3dsmax。
Cutting UV,depend on different smooth group.
切割UV,取決於不同的平滑組。
Reduce the Gradient of Normal map to avoid the odd shadow in Game engine.
減少法線貼圖的漸層,以避免在遊戲引擎中奇怪的陰影。
As a reminder, this way i test in unity is OK! Some engine maybe not !
作為提醒,這種方式,我測試Unity引擎是OK!有些引擎也許不是!
上個月我剛完成我的專案。是的,它是軒轅劍六-天外之章!這一次,我有一些很酷的挑戰。創建大量的硬邊場景模型。為什麼我說這是挑戰嗎?因為我沒有多少了解法線的硬邊,花了大量的時間來測試硬邊法線貼圖讓它在Unity引擎看起來正確的。
Generally speaking, baking a hard-edge normal.
一般來說,烘烤法線硬邊。
I will to smooth group ,setting auto-smooth 45 degree,in 3dsMAX.
我將平滑組,設置自動平滑為45度,在3dsmax。
Cutting UV,depend on different smooth group.
切割UV,取決於不同的平滑組。
Reduce the Gradient of Normal map to avoid the odd shadow in Game engine.
減少法線貼圖的漸層,以避免在遊戲引擎中奇怪的陰影。
As a reminder, this way i test in unity is OK! Some engine maybe not !
作為提醒,這種方式,我測試Unity引擎是OK!有些引擎也許不是!
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~~
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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