normal mapping
Re: normal mapping
I don't use it anymore. It just adds some really nasty reflections where they shouldn't be. And it's range is way too high. One cube can affect the whole map. If it's range was local I'd use them in specific places but like this it's not of much use to me.
Re: normal mapping
I can't use normal maps. They all come out with this nasty plastic effect. But a really big one
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Re: normal mapping
Well you either lack the alpha channel in normal maps or you didn't make it right.
Use the original diffuse map for the alpha channel, look at it and determine which parts should and which should not have specular.
Black means no specular, white is full specular.
Use the original diffuse map for the alpha channel, look at it and determine which parts should and which should not have specular.
Black means no specular, white is full specular.