im trying to do the technique where you take a high poly model and a
poly model and project the highpoly models normals on the low poly
ive got it to work, but im not getting a very good result.
ive tried raycasting from the lowpoly surface to the high poly and ive
recording the highpoly models normals on a subdivided uv map of the
neither worked that well, and the raycasting version seemed to do
than the other method… and thats the way ive heard everyone does it.
what could i be doing wrong?
ive got a post at devimg.net if you want to see a picture of what ive
any help at all appreciated…
Please log in or register to post a reply.
It’s kinda hard to tell what’s going wrong by just looking at the
Some general ideas:
The rough features seem to make the jump from high-poly to low-poly
quite alright, so the base algorithm seems to work. Notice how the skull
application on the helmet is off quite a bit in the right picture. Might
just be a camera thing, but looks fishy to me. Some factor a bit off in
one of your equations ?
What resolution do you use for your normal maps ? Do you have
mipmapping / filtering / etc enabled ? Are you sure the actual rendering
of normal maps works the way it should ? Some of your highlights seem a
bit off, as well, for example the bright white parts inside the upper
edges of his armor. This sounds somewhat possible since you reported
problems with two different algorithms.
How do you calculate your UV maps ? Is there a unique mapping from
space positions to model texels ? (Though considering the image, I’d say
this is working the way it should…)
Guess there’s not much to say apart from that, without actually
analyzing the code you are using.