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Need normal map creation workflow

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  • Need normal map creation workflow

    I've been searching the web for a good workflow for creating normal maps in VRay. Part of my problem may be ignorance. I'll explain what I'm doing.

    Let's imagine my model is a shader ball. It's pretty smooth with curves and surfaces, just a nice model. I now need a normal map and AO map for it to use in other programs. I'm not worried about polycount as I'm not doing a game. Do I have to use the Lo Poly/Hi Poly baking workflow to get the normal map? Can I just use my Hi Poly mesh and generate a good tangent space normal map? That's what I'm trying to do but I can't figure it out.

    Does anyone have a good workflow for me?

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    V-Ray 6.20.06, 3ds Max (3D Studio thru Max 2025), GIGABYTE X570 AORUS Master Motherboard, Ryzen 9 3950x CPU, Noctua NH-D15S CPU Cooler, 128 GB G.SKILL Trident Z Neo DDR4 Ram, NVidia RTX 4090, Space Pilot Pro, Windows 11, Tri-Monitor, Cintiq 13HD
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    Autodesk Expert Elite Member
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  • #2
    How do you intent to use those maps afterwards?
    If polycount not bothers you why don't you use the original high-res meshes in other program?

    A normal map usually represents a difference between high and low resolution geometry and both meshes are required in order to generate it.
    VrayNormalsMap could be generated from Render to Texture window - just select low resolution mesh activate projection, pick the high-res mesh and hit Render button.

    Ambient Occlusion map could be generated from a single mesh again using Render to Texture feature. A specific thing here is that you have to export VrayCompleteMap and the objects from which the map will be generated should have V-Ray Light Material applied with VrayDirt texture in the Light Color slot.

    Let us know if you need further assistance on that matter.
    Svetlozar Draganov | Senior Manager 3D Support | contact us
    Chaos & Enscape & Cylindo are now one!

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