Being primarily a Softimage user when it comes to 3D tools (I also use
3dcoat, fwiw), I don't know what I'm missing with respect to "proper cage
functionality" so if you don't mind explaining that a bit further I'd
appreciate it. Ultimapper always seemed to work for my simple & limited
tests for baking maps within Softimage, but maybe there is a better way? Or
maybe there are bugs with it I haven't noticed yet? 

 

Just curious, thanks.

 

-Eric Cosky

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Williams,
Wayne
Sent: Wednesday, December 12, 2012 5:24 AM
To: [email protected]
Subject: RE: Normal Maps in Softimage

 

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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