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: [email protected] 
[mailto:[email protected]] On Behalf Of Adam Sale
Sent: Wednesday, December 12, 2012 2:15 AM
To: [email protected]
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


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