Even though Prefab is just as good or better as other normal map creators, there is a problem with lighting an object from all sides, since then there is no longer shadows baked in too (unless the object map has deep recesses).
The ultimate solution would be to create the normal map runtime from the high poly object, and the same light position as the low poly object would have. But that will defeat the purpose of the normal map in Flash since you will have to process a high poly object + create the normal map runtime in Flash. Doom did it that way but they had a lot more power to play with :) -Pete On Sat, Oct 2, 2010 at 4:51 AM, Michael Iv <[email protected]> wrote: > To avoid this you can bake normal map with uniform light distribution > across the whole map using for instance NVidia normal map plugin for > Photoshop or 3DsMax. Also I should say that > using Prefab you can get nice result too. The problem you have (baked light > source on one side of the object) I noticed when using Away3D Normal map > generator. In this case try to add several lights around the object.But I > would suggest use other tools for normal map creation as I mentioned above > because I found that the overall quality of such a map is not that good in > comparison even to Prefab(Once talked about this issue to Fabrice but I am > not sure it is solved). > > > On Fri, Oct 1, 2010 at 11:20 PM, Peter Kapelyan <[email protected]>wrote: > >> When you create a normal map, you are basically baking in the light and >> shadows from a certain direction. So when you light up the dark side of a >> normal map, it will still be dark. >> >> -Pete >> >> On Fri, Oct 1, 2010 at 4:52 PM, mikerz <[email protected]> wrote: >> >>> Hi All, >>> >>> I have a AWD model loaded (a specially UV-mapped sphere), which I >>> apply a Dot3F10BitmapMaterial to. Looks great, the lighting works >>> correctly. When I rotate the model, the light moves with it. This >>> doesn't make sense, given that it's a directionalLight3D which is >>> added to the scene and not the model. >>> >>> Still, I tried a few workarounds in trying to map the light to a new >>> position based on the rotating object's transform matrix ... also >>> tried using sceneTransform, inverseSceneTransform and a wide range of >>> similar techniques. I tried adding an empty Object3D into the rotating >>> object at the light's desired, normalized direction as an automatic >>> way of calculating the new direction. >>> >>> Nothing has worked in terms of workarounds so far; is there something >>> going on "working as intended" which I'm not realizing? >>> >>> -Michael >>> >>> Any help appreciated, thank you >> >> >> >> >> -- >> ___________________ >> >> Actionscript 3.0 Flash 3D Graphics Engine >> >> HTTP://AWAY3D.COM >> > > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > http://www.meetup.com/GO3D-Games-Opensource-3D/ > Tel:054-4962254 > [email protected] > [email protected] > > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
