The smoothing value is something I hadn't messed with before. I'm on my way
in to work, so will give all of these options a whirl.

Thanks again everyone.

Adam




On Wed, Dec 12, 2012 at 8:20 AM, Tim Crowson <tim.crow...@magneticdreams.com
> wrote:

>  I avoid Normal Maps, but when I have to use them from other apps, I've
> had the best results by doing the following, which gets me usable results
> from Zbrush normal maps (and Mudbox too, I think...)
>
> 1. select the mesh and add a Tangent Property (Property > Tangent) (to get
> rid of the unsightly vertex colors in the viewport, which can kill
> performance, use Display Options > Vertex Colors > Never Show)
> 2. in the shader tree, add an XSINormalMap3 node and plug into the
> material's Bump port
> 3. in that normal map node's properties, set the 'tspaceid' to the UV map
> you want to use.
> 4. uncheck 'Unbiased Normal Map'
> 5. under the Tangent section, select 'Tangents'
> 6. keep 'Unbiased Tangents' checked on.
>
> In most cases, that works great. But on occastion, we still have seams
> that we have to deal with. In that case, one thing you can try to is to
> change the 'Smoothing' value for the mesh's tangent property (mesh >
> clusters > Texture_Coordinates > Tangents > Smoothing). Also, while you're
> in that property panel, might want to switch the State value to 'Only
> update on topo change.'
>
>
> Good Luck. Normal Maps are weird.
>
> *Tim Crowson
> **Lead CG Artist*
>
> *Magnetic Dreams Animation Studio, Inc.
> *2525 Lebanon Pike, Building C. Nashville, TN 37214
> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
> tim.crow...@magneticdreams.com
>
>
>
>
> On 12/12/2012 9:54 AM, Adam Sale wrote:
>
> No.. the ultimapper solution is fine, its the exported maps from external
> apps I'm having trouble with.
>
>
>
>
> On Wed, Dec 12, 2012 at 7:45 AM, Stephen Davidson 
> <magic...@bellsouth.net>wrote:
>
>> does this help?
>> http://vimeo.com/19399592
>>
>>
>> On Wed, Dec 12, 2012 at 10:40 AM, Adam Sale <adamfs...@gmail.com> wrote:
>>
>>> hey Wayne.. Thanks for the tips.
>>> My case is for Rendering with Mental / Vray
>>>
>>>  I just can't believe that OOTB SOftimage still doesn't have a proper
>>> Normal Map.
>>>
>>>  Its been requested a few times now, but often gets overlooked.
>>>
>>>
>>> On Wed, Dec 12, 2012 at 5:23 AM, Williams, Wayne <
>>> wayne.willi...@xaviant.com> wrote:
>>>
>>>>  Because Softimage doesn’t have proper cage functionality most folks I
>>>> know that still use Soft have ditched baking normals with it. Xnormal
>>>> (freeware) is pretty much the quasi-standard app for baking these days. 8
>>>> bit maps are fairly standard in my travels.
>>>>
>>>>
>>>>
>>>> If you are trying to get more “bump” to your normal you can duplicate
>>>> the map in photoshop, double click it to bring up the layer dialog and set
>>>> to overlay and uncheck the blue channel. Merge those together and you have
>>>> a “stronger” map.  Another thing to note is depending on what you will be
>>>> viewing in you may need to invert the green channel of the normal map, else
>>>> the normals will look flipped weird.
>>>>
>>>>
>>>>
>>>> Also, if you are going to be viewing this in a game engine as the final
>>>> result, it is typically standard workflow to check your normals there,
>>>> because in the end, it doesn’t really matter what they look like in
>>>> Soft/Maya/Max.
>>>>
>>>>
>>>>
>>>> -wayne
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
>>>> *Sent:* Wednesday, December 12, 2012 2:15 AM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Normal Maps in Softimage
>>>>
>>>>
>>>>
>>>> So, My Softimage decided to play hardball with me and stopped working
>>>> earlier this evening.
>>>>
>>>>
>>>>
>>>> What I had wanted to test out tonight were Normal Maps in Softimage. I
>>>> don't do a whole lot of texturing , and have known the normal map to be a
>>>> little strange in my past dealings with it.
>>>>
>>>>
>>>>
>>>> One of my students is having an issue generating normal maps out of
>>>> mudbox and getting them to work in Softimage.
>>>>
>>>>
>>>>
>>>> Is anyone having success with this, or do you generally import high res
>>>> meshes into soft and use Ultimapper to create the maps.
>>>>
>>>>
>>>>
>>>> When creating maps, is it best to create 16 bit or float maps/ Do they
>>>> always give superior results to 8 bit?
>>>>
>>>>
>>>>
>>>> My main issue with the normal maps out of Mudbox, is that they don't
>>>> look like the correct scale or relief of the normals mesh in midbox, or
>>>> even when I apply the normals to a similar mesh in Maya, and the fact the
>>>> normal map 3 node doesnt allow us to scale normals is a bit perplexing.
>>>>
>>>>
>>>>
>>>> The workaround with mixing the normal map with a mix 2 color node set
>>>> to mix with RGB at .5 and B at 1 doesn't quite cut it..
>>>>
>>>>
>>>>
>>>> Is there a good working solution that I am simply missing?
>>>>
>>>>
>>>>
>>>> A better normalMap node perhaps?
>>>>
>>>>
>>>>
>>>> Irie..
>>>>
>>>> Adam
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>>   --
>>
>>  Best Regards,
>> *  Stephen P. Davidson**
>>        **(954) 552-7956 <%28954%29%20552-7956>
>> *    sdavid...@3danimationmagic.com
>>
>> *Any sufficiently advanced technology is indistinguishable from magic*
>>
>>
>>    - Arthur C. Clarke
>>
>> <http://www.3danimationmagic.com>
>>
>>
>
> --
>
>
>

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