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Blender + xNormal ? #157605
09/28/07 17:11
09/28/07 17:11
Joined: Jan 2007
Posts: 221
F
Fenriswolf Offline OP
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Fenriswolf  Offline OP
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Posts: 221
Hi there,

I would like to create a high poly mesh in Blender and use xNormal to generate a normal map from it for a low poly version of the same mesh.

Does somebody have experience in how good Blender and xNormal work together?

And another related question: Is it important in what order the high and the low poly mesh are created?
Intuitional I would madel the low poly mesh first and use sculpting tools to add the details.

Thanks in advance

Re: Blender + xNormal ? [Re: Fenriswolf] #157606
09/28/07 17:57
09/28/07 17:57
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
they work fine, I've done it several times.

Re: Blender + xNormal ? [Re: lostclimate] #157607
09/28/07 18:01
09/28/07 18:01
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline
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sueds  Offline
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Joined: Jan 2007
Posts: 230
london uk/ paris
you don't need to use xnormal

you bake normal map in blender ctrl +alt+b and they will ask you want you want to bake then set normal an you'll see

Re: Blender + xNormal ? [Re: sueds] #157608
09/28/07 18:50
09/28/07 18:50
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
then normal maps that blender makes are setup wrong, the rgb colors are mixed up wrong, plus x normals allows you to view how your normal map will look in real time, plus it adds a lot of other options.

Re: Blender + xNormal ? [Re: lostclimate] #157609
09/30/07 04:50
09/30/07 04:50
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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JibbSmart  Offline
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i don't think they're mixed up wrong; they are the correct normals but in object-space coordinates. tangent space normals are much harder and different to calculate and so blender doesn't do it for you; so yeah, lostclimate's right that you should still use xNormal.

but if you have an object-space normal-map shader on an unanimated model, not only will it look just as great, but you can get all the info you need straight out of blender and it will run faster in-game.

things like trees, barrels, rigid car chassis; anything that doesn't need significant animation could use blender's baked object-space normals i reckon.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Blender + xNormal ? [Re: JibbSmart] #157610
09/30/07 04:59
09/30/07 04:59
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
for me it seems like the shading is messed up using blenders tho, thats why I thought they just had a differnt rgb setup....

Re: Blender + xNormal ? [Re: lostclimate] #157611
09/30/07 14:04
09/30/07 14:04
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Posts: 221
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Fenriswolf Offline OP
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Fenriswolf  Offline OP
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All right, thank you very much! I'll give it a try.

I think I will build the low poly mesh first and then sculpt the high poly version, as I already said in my first post.


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