Ghogiel Posted December 10, 2011 Share Posted December 10, 2011 probably you need to push one of the models so they don't occupy the same space avoiding the screwy artifacts, and/or use super sampling. Link to comment Share on other sites More sharing options...
jimhsu Posted December 20, 2011 Share Posted December 20, 2011 (edited) Followed all this and switched the B and G channels to get somewhat that remotely works in game for a custom body mesh (hands). My problem now is that the intensity of the normal map seems wrong - the direction is right, but the brightness levels don't match the body mesh for particular orientations. Map looks relatively OK when not showing the body mesh (i.e. wearing armor), but the difference is obvious with armor off. I don't have a high poly mesh of the model, so I did the baking with projection but with "Use cage" deselected (selecting it gives something that "looks wrong" i.e not a object normal map). The model currently only has a tangent normal map. What should I do? I admit I'm also stumped by this whole object normal map business and would appreciate a detailed but concise tutorial written for the new CK wiki or Nexus wiki. Especially for people that are a) creating new assets or b) porting body content from previous TES games (if that can even be done easily). Or I can just wait for someone to release a better hand mesh. Anyone working on one? Edited December 20, 2011 by jimhsu Link to comment Share on other sites More sharing options...
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