Category Archives: Uncategorized

Normal map DOs

I hate skipping over well written but way too long normal map baking information, so I’ll summarize information here just for me:

Averaged projection mesh
– Uses a cage for baking
– ignores lowpoly mesh normals, use  averaged/ smoothed normals according to cage instead
-> Hard edges don’t leave seams/ gap
-> Hard edges are irrelevant for the final result

Explicit mesh normals
– default method, lowpoly mesh normals are used for baking
-> Hard edges leave seams/ gaps

UV seams as well as hard edges both duplicate vertex count, but together only duplicate it once (not twice!) aswell.

Every hard edge must be split in the uv map to avoid artefacts.  Not the other way around though.

A synced workflow between baker and game engine (check tangent space) allows less smoothing arrows
-> you get away with less hard edges
-> you might even get away using explicit mesh normals if you don’t use hard edges at all

Advantages of hard edges
– less gradients in the normal map allow using it for other maps (Normal to Height, Curvature, Ambient Occlusion, other detail maps)
– LODs look better, less smoothing errors
– better texture compression

Tutorial Link Collection

I stumble over many game art related tutorials daily and want to keep track of them in here…

ue4

-Maya To Ue4 Unit Conversion http://www.worldofleveldesign.com/categories/ue4/ue4-set-up-maya-grid-to-match-unreal-engine4.php

substance d

-reprojection of texture maps https://www.youtube.com/watch?v=ykOmF9iCm_w

 

unity3d

– isometric camera http://gamedevwriter.blogspot.de/2015/05/unity3d-isometric-camera-tutorial.html
– isometric camera tilting http://exiin.com/blog/tips-for-improving-isometric-view/
– Unity Serialization https://sometimesicode.wordpress.com/2015/04/11/unity-serialization-part-1-how-it-works-and-examples/

– Basic Spline Curves https://unitygem.wordpress.com/basic-spline-curve/

zBrush

– Tileable Sculpting https://www.youtube.com/watch?v=e04k4Cz8UBo
– Tileable Grass using Nano/ Arraymesh https://www.youtube.com/watch?v=pO3mL9hFzDs

– ZModeler Bevel / Extrude https://www.youtube.com/watch?v=aJvuZLpzSnU

– Clean Extrusion https://www.youtube.com/watch?v=nLT0VgYyGnw

Normal Maps 

– Understanding waviness (Edge loops) http://www.polycount.com/forum/showthread.php?t=81154
– Hard Edges / Averaged Mesh Projection vs Explicit mesh normals http://www.polycount.com/forum/showthread.php?t=107196

Technical Art Related

– GTA V Graphics Study http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/

Hello there.

I created this blog to share things I discover while creating art or games.

Tutorials I did in the past:

Tutorial Maya 2011 & 2012 Models to Source Engine

http://nauz.de/blog/maya-2012-to-source-tutorial/

Some projects I worked on:

Zeitgeist – unfinished HL2 modfication

http://www.moddb.com/mods/zeitgeist/

Static – Horror Game/ Interactive Story in Unity3d

http://steamcommunity.com/sharedfiles/filedetails/?id=191850912