The order that you apply the maps to your model doesn't really matter. I find myself disconnecting things like the normal map when checking renders of the color map and vise-versa, though. The order of applying your maps should really only matter for you. If you like to check what your normal map looks like before you apply color, that's your call. Other people might prefer to make sure their color, spec, diffuse, reflection, etc maps are working before they add in a normal map.
i want to apply diffuse, normal and specular maps and any other additional maps if need but basically m stuck with the basic plug-ins called xoliulshader for direct xshader, i cant apply me normal map or start working with unless the direct xshader works, k the issue m having is when i load the xoliulshader it gives me an error "error loading file" any idea what could it be? m using 3ds max 2011
please help!! im facing this problem for more than a day....i follow the exact steps but when i apply the maetrial its purple in color and flat texturing (like applying a mat to the plane) i dont know whats wrong....i got it the first time but now im trying it out 10 times and im not getting the result.
It should be purple in color. If you're seeing the purple color on the model it's because you've applied it to a channel such as color, diffuse, incandescence, etc. It should be connected into the bump slot of a shader using Tangent Space Normals from the drop-down instead of Bump Map.
@RyanTaylor3D hi i think i got it i forgot to change the fill texture seam on the model.....ill try it on another model and see if im on the right path.
This video should answer most of your questions about what a normal map is. A normal map, basically, bends the normals of an object based on the normal map you apply to it. It, in a sense, tricks the lighting into seeing more than there is. A normal map offers more than a bump map because of the spectrum it uses, allowing to show more curves from more angles. Wikipedia will give you all the math behind it.
Have you found in your experience that most projects/studios prefer to use models with normal maps? I work most comfortably in a cartoony, simple style straight out of Maya, but I've heard suggestions I'd need to to pick up Mudbox or ZBrush to be taken seriously.
@leenahyena That solely depends on the project and types of projects that different studios do. There are definitely viable options as an artist for cartoon-only art. Having said that, the more you know about modeling the better. Even some cartoons, for instance, might require the use of a sculpting program for one reason or another. Mock-ups of characters are much much faster via sculpting than modeling in a package like Maya. I think it will make you a better artist the more you understand.
As far as to normal map or not to normal map - normal maps are widely used in both games and film production. The difference is generally in how much it's going to effect. Games will use normal maps on a low poly model to convey almost ALL of the detail wheras film will model almost all of it in, typically, and leave the finer scratches and wrinkles up to the normal (or bump)map.
i see gaps between the polygon faces on my low res head when i render it with mental ray, after i baked the normals on it. any idea how to fix it? or did i skip a few steps when i export those obj form zbrush?
No problem guys. I realllly wish I had more time for tutorials. I know I keep saying this but I'm gonna get on it. I have a lot of things I want to share with you all. Thanks for your support. I really appreciate it.
cool man, im like you totaly.. i but i will share my knowlage in future sinse im not pro yet :).. thanks again, and keep it going. p.s sory for bad english
hey my normals are coming out all jumbled when i put it on texture mode. some of the parts are right but others are strange triangle looking things. also how do you soften normals?
-all your UVs are in 0-1 uv space(the upper right quadrant).
-everything HAS uvs.
-your normals are facing outward.
-the high res matches up with the low res in world space
i no longer use Maya to bake out normal maps, actually. There is a free and absolutely amazing standalone program called Xnormal. just use that if you're having more issues. hah. actually.. just use that anyway. :P
After talking with a few people from work, here are the options we came up with:
1) Get more RAM
2)make sure every other program is closed
3)the shorter Maya is running the less RAM it's going to occupy so open up your file and try it as soon as you get it set up. Don't wait 3 hours
4)try using less samples
5)try using a smaller output map size
If you are still having memory issues with a really small output file(like 128x128) I have no ideas for you other than that. Let me know the outcome. :P
I'm subscribing. I've wanted a way to do normal maps for the longest time. But I didn't think you could output normal maps directly from Maya, so I thought "some day, when I have the appropriate software."
Little did I know, the benefits of normal mapping were right under my nose. I'm definitely going to browse your other tutorials and see what other awesome tips I find.
The filter type of triangle is going to give you sharper details. It's sampling differently than the guassian. I don't know the math behind it all but gaussian will give softer details and even if this is something you are after you can do it manually in PS afterwards. :)
This could be a Normals issue with your geometry. Go to Display> Polygons> Normal display, I think and see if they are facing inwards or not. It could also be that your UV shell for the object is flipped. If neither of those are the issue, you can take your normal map into PS and flip one of the red, green or blue channels. I don't remember which, off the top of my head.
Oh, and your english is great. A lot better than most people on the "innuhnets". :P
i moved on to a more highpoly character now and when i hit "bake and close" a warning message shows up; "out of memory". have you ever encountered this mesage? and do you know if there is anything I can do or am I just domed?
A lot of questions now, im starting to feel like a pain in the ass ;P but i really want too get an understanding of NormalMaps.
under the tool menu go all the way down to the expandable menu called Export. check mrg and uncheck grp. then hit export. make sure you're on the right subtool and division when you do this though. it's dependent on that. hope that helped.
m super confused what should be added first ? should we first apply textures/diffuse map or other maps on the model before applying normal map ?
sabz2011 10 months ago
@sabz2011
The order that you apply the maps to your model doesn't really matter. I find myself disconnecting things like the normal map when checking renders of the color map and vise-versa, though. The order of applying your maps should really only matter for you. If you like to check what your normal map looks like before you apply color, that's your call. Other people might prefer to make sure their color, spec, diffuse, reflection, etc maps are working before they add in a normal map.
RyanTaylor3D 10 months ago
@RyanTaylor3D
i want to apply diffuse, normal and specular maps and any other additional maps if need but basically m stuck with the basic plug-ins called xoliulshader for direct xshader, i cant apply me normal map or start working with unless the direct xshader works, k the issue m having is when i load the xoliulshader it gives me an error "error loading file" any idea what could it be? m using 3ds max 2011
sabz2011 9 months ago
please help!! im facing this problem for more than a day....i follow the exact steps but when i apply the maetrial its purple in color and flat texturing (like applying a mat to the plane) i dont know whats wrong....i got it the first time but now im trying it out 10 times and im not getting the result.
russellmasc 1 year ago
@russellmasc
It should be purple in color. If you're seeing the purple color on the model it's because you've applied it to a channel such as color, diffuse, incandescence, etc. It should be connected into the bump slot of a shader using Tangent Space Normals from the drop-down instead of Bump Map.
Where are you connecting the Normal map?
RyanTaylor3D 1 year ago
@RyanTaylor3D hi i think i got it i forgot to change the fill texture seam on the model.....ill try it on another model and see if im on the right path.
russellmasc 1 year ago
@RyanTaylor3D im connecting it to a lambert......can i email you a picture of my transfer settings and the model?
russellmasc 1 year ago
@RyanTaylor3D im connecting it to a lambert ....if possible can i email u the pics of my transfer settings and model?
russellmasc 1 year ago
@russellmasc
Sure thing. Ryan.Taylor.3D@Gmail.com
RyanTaylor3D 1 year ago
Thank you so much for fixing my problem!
This tutorial really helps!
blueslogo 1 year ago
@blueslogo
I'm glad. No problem, dooood.
RyanTaylor3D 1 year ago
thanks for the tutorial. You saved me a lot of time very nice tutorial.
Jredw 1 year ago
what is normal map? like uv map?
Baldoxxx4000 2 years ago
@Baldoxxx4000
This video should answer most of your questions about what a normal map is. A normal map, basically, bends the normals of an object based on the normal map you apply to it. It, in a sense, tricks the lighting into seeing more than there is. A normal map offers more than a bump map because of the spectrum it uses, allowing to show more curves from more angles. Wikipedia will give you all the math behind it.
RyanTaylor3D 2 years ago
Have you found in your experience that most projects/studios prefer to use models with normal maps? I work most comfortably in a cartoony, simple style straight out of Maya, but I've heard suggestions I'd need to to pick up Mudbox or ZBrush to be taken seriously.
leenahyena 2 years ago
@leenahyena That solely depends on the project and types of projects that different studios do. There are definitely viable options as an artist for cartoon-only art. Having said that, the more you know about modeling the better. Even some cartoons, for instance, might require the use of a sculpting program for one reason or another. Mock-ups of characters are much much faster via sculpting than modeling in a package like Maya. I think it will make you a better artist the more you understand.
RyanTaylor3D 2 years ago
As far as to normal map or not to normal map - normal maps are widely used in both games and film production. The difference is generally in how much it's going to effect. Games will use normal maps on a low poly model to convey almost ALL of the detail wheras film will model almost all of it in, typically, and leave the finer scratches and wrinkles up to the normal (or bump)map.
RyanTaylor3D 2 years ago
i see gaps between the polygon faces on my low res head when i render it with mental ray, after i baked the normals on it. any idea how to fix it? or did i skip a few steps when i export those obj form zbrush?
stephencrossover 2 years ago
Send a render to my e-mail so I can see what you mean?
Did you bake out the map using Maya, Zbrush, or something else?
RyanTaylor3D 2 years ago
thanks man !
r4jk3 2 years ago
No problem guys. I realllly wish I had more time for tutorials. I know I keep saying this but I'm gonna get on it. I have a lot of things I want to share with you all. Thanks for your support. I really appreciate it.
RyanTaylor3D 2 years ago
cool man, im like you totaly.. i but i will share my knowlage in future sinse im not pro yet :).. thanks again, and keep it going. p.s sory for bad english
r4jk3 2 years ago
Sa'll good yo. :)
RyanTaylor3D 2 years ago
finally!!! i know!!1
raydenPGD111 2 years ago
thanks
jyrzo 2 years ago
hey my normals are coming out all jumbled when i put it on texture mode. some of the parts are right but others are strange triangle looking things. also how do you soften normals?
relicright 2 years ago
a few things to make sure of:
-all your UVs are in 0-1 uv space(the upper right quadrant).
-everything HAS uvs.
-your normals are facing outward.
-the high res matches up with the low res in world space
i no longer use Maya to bake out normal maps, actually. There is a free and absolutely amazing standalone program called Xnormal. just use that if you're having more issues. hah. actually.. just use that anyway. :P
RyanTaylor3D 2 years ago
YEA, KEWL SHIT .
V10H4Z4RD 3 years ago
Nicely Done!!! about time someone got this one right on youtube!
jivesy 3 years ago
Thanks, yo.
RyanTaylor3D 3 years ago
thax a looooooooooooooooooooooooooooooooot...
greaaaaaaaaaaaaaat tut.........u solved my problem thx....
edmondm 3 years ago
w00t! Glad to help. :D
RyanTaylor3D 3 years ago
After talking with a few people from work, here are the options we came up with:
1) Get more RAM
2)make sure every other program is closed
3)the shorter Maya is running the less RAM it's going to occupy so open up your file and try it as soon as you get it set up. Don't wait 3 hours
4)try using less samples
5)try using a smaller output map size
If you are still having memory issues with a really small output file(like 128x128) I have no ideas for you other than that. Let me know the outcome. :P
RyanTaylor3D 3 years ago
Holy Subscription! :O :)
I'm subscribing. I've wanted a way to do normal maps for the longest time. But I didn't think you could output normal maps directly from Maya, so I thought "some day, when I have the appropriate software."
Little did I know, the benefits of normal mapping were right under my nose. I'm definitely going to browse your other tutorials and see what other awesome tips I find.
legendarylugi 3 years ago
Rock on. I'll be recording new ones soon too. Look out for those if you like what you see.
RyanTaylor3D 3 years ago
first of all i have to say that this was a great tutorial. (:
secondly;
Why use "filter Type: Triangle" and not Guassian?
sprstkr 3 years ago
Thanks a lot.
The filter type of triangle is going to give you sharper details. It's sampling differently than the guassian. I don't know the math behind it all but gaussian will give softer details and even if this is something you are after you can do it manually in PS afterwards. :)
Hope that cleared it up some.
RyanTaylor3D 3 years ago
i see, thanks :)
On my object i get the normalMap sticking inwards instead of outwards as i want it. Do you perhaps know why?
sorry bad eng, im from sweden. (;
sprstkr 3 years ago
This could be a Normals issue with your geometry. Go to Display> Polygons> Normal display, I think and see if they are facing inwards or not. It could also be that your UV shell for the object is flipped. If neither of those are the issue, you can take your normal map into PS and flip one of the red, green or blue channels. I don't remember which, off the top of my head.
Oh, and your english is great. A lot better than most people on the "innuhnets". :P
RyanTaylor3D 3 years ago
thanks, problem solved (;
i moved on to a more highpoly character now and when i hit "bake and close" a warning message shows up; "out of memory". have you ever encountered this mesage? and do you know if there is anything I can do or am I just domed?
A lot of questions now, im starting to feel like a pain in the ass ;P but i really want too get an understanding of NormalMaps.
sprstkr 3 years ago
under the tool menu go all the way down to the expandable menu called Export. check mrg and uncheck grp. then hit export. make sure you're on the right subtool and division when you do this though. it's dependent on that. hope that helped.
RyanTaylor3D 3 years ago
how do u export things from zbrush to maya?
tarrizzzzzzzzz 3 years ago