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created Maya tangent space "transfer maps"
on 07-16-2009 11:20 PM
I'm trying to help someone whom used transfer map. I don't think the final tangent map is in the same setup I need.
Does anyone know what the default channels and +_ for the rgb are and further, where this can be chosen?
I need them to be in
-x -y +z
R G B
Thanks.
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, veteran polycounter,
4,629 Posts,
Join Date Oct 2004,
Location Seattle, WA
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Not sure quite what you're asking.... Red channel is the X and Green Channel is the Y... if you need to flip one or both of those, put your map in photo, goto your channels tab, select the R or G channels, and hit ctrl+I to invert them. That help?
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thanks for the reply ebagg. Unfortunately no as I need to know how maya by default has the channels setup. Is it left to right or right to left,down up or up down or like with xnormal, -X or +X, etc.
Different game engines recognize these channels differently. If you have this wrong the model wont shade correctly with the lighting, and may even look inverted. Im pretty sure this isn't using the same setup as its much more purple than the normal maps I create in max. In fact in max in the projection tab, I have to make x start from the left versus its want to default to the right..
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, veteran polycounter,
4,629 Posts,
Join Date Oct 2004,
Location Seattle, WA
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Oxy, I think he just means that it might be easier to setup an action in Photoshop to rearrange/tweak your channels the way you want them to be, rather than painfully trying to tweak the maya Transfer Maps behavior ...
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, veteran polycounter,
4,988 Posts,
Join Date Oct 2004,
Location Irvine CA
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I know, but I mean, in order to do that, I have to know what the original (default) settings were in Maya so I can figure what needs to be inverted or moved.
I do not have Maya to check against, and the person Im helping didn't know where to look. Google hasn't been much help.
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, veteran polycounter,
4,629 Posts,
Join Date Oct 2004,
Location Seattle, WA
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http://www.panda3d.org/wiki/images/c...ya-hyper-2.jpg
knowing that the joint between the bricks is supposed to be a recess, this will give you all the info you need. Simply load that in PS and explore the channels.
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, veteran polycounter,
4,988 Posts,
Join Date Oct 2004,
Location Irvine CA
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Load what exactly? You mean that picture you linked and crop to that normal map then take in to engine to see what it does? Unfortunately the lighting sucks in these levels and its hard for me to tell whats going on if the surface variance is very small.
I have to admit Im a tad confused here. No one has ever had to setup their maya normal map render differently from normal to accommodate a particular engine?
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, veteran polycounter,
4,629 Posts,
Join Date Oct 2004,
Location Seattle, WA
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It's the same as xNormal. RGB, +x,+y,+z
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, polygon,
635 Posts,
Join Date Jul 2008,
Location Austin, TX
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thanks! !!!!!!! 
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, veteran polycounter,
4,629 Posts,
Join Date Oct 2004,
Location Seattle, WA
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hmm did you try?
I just meant load that in photoshop and look at the channels
This will give you the default maya behaviour
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, veteran polycounter,
4,988 Posts,
Join Date Oct 2004,
Location Irvine CA
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t'inquiète pior, c'est trop de bon sens pour les petits djeunz ^^
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, triangle,
309 Posts,
Join Date Jan 2005,
Location Belgium
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et les pantalons bons aussi
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, MoP,
11,604 Posts,
Join Date Oct 2004,
Location London, UK
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le poisson est a la maison, voulez vous de beurre ?
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, triangle,
372 Posts,
Join Date Jul 2006,
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hehehe
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, veteran polycounter,
4,988 Posts,
Join Date Oct 2004,
Location Irvine CA
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