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Posted 05 March 2011 - 05:50 PM

Great straight forward tutorialNormal Maps In Blender

That's it, great tutorial about creating normal maps in Blender.

I create maps in Zbrush but it seems to have a lot of issues when importing the image to Blender. The image does not quite match seams ! 

-reply by Animaticoide

Posted 30 July 2010 - 05:56 PM

level of detail.Normal Maps In Blender

I followed your tutorial and it is pretty concise and clear- thanks. I have a problem though I am battling with- when I apply the normal map to my low poly mesh and render, it gives the effect of a really nice bump map. But it doesn't give the appearance of distorting the actual object as I expected... It still looks like a low poly object with a map on it, whereas your 'low resolution model with normal map' image looks just as complex as the the high res version, with rounded corners and everything. What have I missed?


Posted 17 May 2010 - 11:07 AM

Excellent and to the pointNormal Maps In Blender

I was looking for an answer as to how to implement normal maps in Blender (I've got the demo of Crazy Bump and don't want to waste my thirty days) and this was the first answer from google!Yes Blender is hard but there are literally hundreds of tutorials out there to get you started (Google is my best friend, anyone remember Web Ferret days?). Rome wasn't modeled in a day (it'd take about a week to render on my PC).Thanks for a precise answer.

-reply by Chris Hanning


Бојан

Posted 05 April 2010 - 12:37 PM

Wow, very cool program mate! I will try the program and your tutorial. Thanks for sharing. :)

Posted 04 April 2010 - 11:39 PM

clarification needed on step 4Normal Maps In Blender

Hi, I'm hoping for some clarification on Step 4. I have the low and high poly meshes each on their own layer as you say. I shift-select both objects with the low poly last. If I then shift select both layers and then bake my normal map, I end up with a normal map that reflects both the high poly and low poly meshes (I.E. Rough and detailed combined) which is quite ugly, not what you ended up with at all, which just looks like the high detail. But If I just select the layer with the high detail mesh, then it complains "no images found to bake to".  I'm on 2.49b by the way. What version is this tutorial for?

 Cheers!

-reply by danieru

Posted 04 April 2010 - 11:39 PM

clarification needed on step 4Normal Maps In Blender

Hi, I'm hoping for some clarification on Step 4. I have the low and high poly meshes each on their own layer as you say. I shift-select both objects with the low poly last. If I then shift select both layers and then bake my normal map, I end up with a normal map that reflects both the high poly and low poly meshes (I.E. Rough and detailed combined) which is quite ugly, not what you ended up with at all, which just looks like the high detail. But If I just select the layer with the high detail mesh, then it complains "no images found to bake to".  I'm on 2.49b by the way. What version is this tutorial for?

 Cheers!

-reply by danieru

Posted 15 January 2010 - 10:45 PM

Thanx for the TutorialNormal Maps In Blender

Thanx for the nice work. Will use in the future!


Posted 26 April 2009 - 09:39 AM

problems with normal mapsNormal Maps In Blender

Hello!

 I did everything in accordance with your fine tutorial (thank you!) but on my second attempt with 'tangent' option set up received a 'uniformed', flat, single-coloured normal map (either all-blue or all-grey) from a hi-poly mesh, which is pretty much useless. What is the possible mistake?

 Low-poly model->UV unwrap->save image->Hi-Poly model->Shift-Select both->Bake->failure...

-reply by decembered

 


Lancer

Posted 19 October 2008 - 08:50 PM

...that way the beginners like me will not be surprised, nor disappointed...

Well, blender is such a big program that even after a few years using it as my main application (e.g. most used program), there are still some major areas I would consider myself a beginner at. I'm only just starting to look at the game engine part.

I'm glad for your feedback because it lets me know that I could write certain tutorials on the intro level, which I would have otherwise considered annoying to other blender users in that those tutorials aren't quite as "cutting edge" and could be considered old by some. However, the basics are very important to learn first and if I can get AstaHost points by writing a succinct tutorial or two I certainly don't mind. There are always things which people miss like, how to split the main screens, that while the R key rotates, tapping it twice trackballs, hitting X, Y or Z after grab (G key), size (S key) or rotate (R key) does the change in that XYorZ direction, whereas SHIFT-XYorZ has the opposite effect, how the layers work... etc etc etc.

So, how about giving me a brief synopsis of what you have achieved so far and what you are stuck on at the moment? Then maybe I could customise a tutorial for that area and everyone happy. ;)

yordan

Posted 18 October 2008 - 04:51 PM

I just added a disclaimer right at the start to clarify... would that help?

Nice, that way the beginners like me will not be surprised, nor disappointed if they have problems understanding.

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