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Object Space Normal Mapping


Drachis

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Mmmkay, after a few days of messing around with that, it's still not producing an OS map. All the results look identical to each other, and are all clearly tangent space. I've browsed some other forums, and the only solution I can find is "Why on earth would you want an OS map? Just make a tangent one."

 

I'm also really confused as to why the playable characters are the only ones using OS maps. Everything else in the game, including creatures, is tangent.

Edited by Drachis
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Have you ticked the little box under normal map space from tangent to localXYZ? Have you tried world space to see if that outputs correctly?

 

Why object space, it's probably to do with the skin shader. It's not totally unheard of that it is used in games only on characters, ie battlefield did same years ago, not sure they still do. But their character models used object space.

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Have you ticked the little box under normal map space from tangent to localXYZ? Have you tried world space to see if that outputs correctly?

 

Why object space, it's probably to do with the skin shader. It's not totally unheard of that it is used in games only on characters, ie battlefield did same years ago, not sure they still do. But their character models used object space.

I've tried all available options just to see if there was a difference between any of them. World, screen, local xyz, and tangent all produce unwavering identical tangent maps, and all the tutorials I find just assume that you would only want to use tangent, so they don't attempt to create OS maps. I've found modeling websites and forums that discuss OS maps, but everyone comes to the same conclusion that it's "useless" or "unnecessary", so nobody else has gotten answers to this same question.

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Well it works for me. I have done them in the past and I did one like yesterday to work out orientation and found that skyrim ones are swizzled.

 

 

post a screenshot of what objects you are baking, the settings you are using in RTT is about the only thing I can think of to try to narrow your issue down. It certainly works...

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Traditionally, object space normal maps are employed on objects that will be moving and rotating on multiple axes in all directions and/or subject to vertex deformation (ie. animation or visemes).

World space normal maps are intended for static objects that will never move, and never deform or change vertices, or the lighting information could display incorrectly.

 

The amount of lighting detail inaccuracy depends on the degree of deformation or rotation. Areas of high deformity such as eyelids, mouths, knees, elbows and armpits can be especially vulnerable.

 

If characters are standing static and in a pose similar to their bind pose (and relatively unmoving), the lighting detail inaccuracy may be hard to notice

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Well it works for me. I have done them in the past and I did one like yesterday to work out orientation and found that skyrim ones are swizzled.

 

 

post a screenshot of what objects you are baking, the settings you are using in RTT is about the only thing I can think of to try to narrow your issue down. It certainly works...

 

 

So here's a few screens of what I'm doing:

http://skyrimnexus.com/imageshare/images/3198025-1323471303.jpg

 

http://static.skyrimnexus.com/imageshare/images/3198025-1323471728.jpg

 

http://static.skyrimnexus.com/imageshare/images/3198025-1323471776.jpg

 

Regardless of all the options I mess with, I get the exact same .TGA:

http://static.skyrimnexus.com/imageshare/images/3198025-1323471864.jpg

Edited by Drachis
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