Maya 2020 fundamentals - modelling the real world
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# 1 22-01-2013 , 07:25 AM
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normal map issue thingy.

trying to normal map this but Im unsure the issue with the edges protruding out with the normal map applied.

Any thoughts?

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# 2 22-01-2013 , 09:34 AM
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Possible laminate faces try sellecting the mesh then do a merge with a low tolerance say 0.001 then create normals again...........dave




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# 3 22-01-2013 , 07:59 PM
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laminate? like double faces or something? just a single face. but I went ahead and tried the merge.. same thing still happens. I'l tried to soften edges.. but it just reverses the issue. any other ideas? cuz.. im totally banging head on wall here.

# 4 22-01-2013 , 08:10 PM
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think i fixed it.. changed from tangent space to object space.
user added image

# 5 22-01-2013 , 09:03 PM
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Thats not a normal map you are using it must ba bump map....................dave




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# 6 22-01-2013 , 09:38 PM
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technically.. they are the same.. however the process of making them differ in names, yes?

# 7 22-01-2013 , 10:17 PM
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They plug into the same slot and can be used together, a normal map would normally be created by making a high rez mesh and a low rez mesh then baking a normal map to the low rez map. A bump map would be created in some thing like photoshop using gray scale to control the bump (mid tone gray nautral,white pushing out and black pushing in(dont use black or white as these are to exstream)).....................dave




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# 8 22-01-2013 , 11:04 PM
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well.. your version is more elongated than mine as I didn't go into detail of the different processes.. but anywho.. yup.. it's a good ole normal map not a bump map. user added image

# 9 23-01-2013 , 12:19 AM
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Elongated Daves explanation may seem, but the fact is he is trying to help shouldnt go amiss, so I will add my 10pence to clrify whats going on incase there is a misunderstanding of how its working.

Object space is essentially for use with models that you have to texture an entire model uniquely.

Tangent space is pretty much the best result to have.

You could call a normal map a super bump map. Its essentially working off the XYZ and 3 channel bitmap of the face normals or rather its vector normal from the particular surface that its assigned to therefore creating more detail, where as the bump map is using just the values of 0-255 (black to white) and is actually using the grey values in between to create a bump effect. Both in hindsight are bump maps but the normal map having the more advantage because of the way it 'bumps' using the vector off the surface thats facing a light point.

The fact your object is single face could also be an issue...

Jay

# 10 23-01-2013 , 12:38 AM
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All help is always appreciated and .. but I don't understand why he said I'm not using a normal map.. but a bump map..

top is before I flipped the space switch.

bottom is after I flipped the space switch.

so.. could you explain what was causing the top one to be that way and the way to solve that issue when baking from a hi-poly/rez to lo using tangent space instead of object space? I mean.. I understand what they are and do.. I'm just not understanding this issue and what's causing it which was what the post was about.. maybe I don't have it set up right.. i've tried the hi mesh bigger in size.. smaller in size.. same size.. and it still does that on tangent space.. user added image

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# 11 23-01-2013 , 02:35 AM
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You UV'd the geo? 2nd...of you have geo that is 90° (like a cube)...without a bevel, the normal map wont work. You need to bevel those edges, try that

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# 12 23-01-2013 , 02:44 AM
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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 13 23-01-2013 , 06:40 AM
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Are you using maya to make the map??

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