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 <[email protected]>wrote:

> does this help?
> http://vimeo.com/19399592
>
>
> On Wed, Dec 12, 2012 at 10:40 AM, Adam Sale <[email protected]> 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 <
>> [email protected]> 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:* [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****
>>>
>>> ** **
>>>
>>> ** **
>>>
>>
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson**
>        **(954) 552-7956
> *    [email protected]
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>    - Arthur C. Clarke
>
> <http://www.3danimationmagic.com>
>
>

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