Try better wording -Can xNormal use old normal map ....

1 reply [Last post]
User offline. Last seen 2 years 2 weeks ago.
Posts: 10

along with space difference to calculate new normal map? The options seem to suggest so but I couldn't get it to work or find a tutorial.

Simple example, A basic dice model that uses a normal map to show geometry in the markings pits. Yes I can bake the texture to the new cube object, and I can bake a geometry difference normal map to the new cube object. But can xNormal bake the "old normal map" into the "geometry difference" normal map. Yes for this example I could Photo-shop them in, but I'm asking if xNormal can do it, this is just a simple example.

User offline. Last seen 2 years 2 weeks ago.
Posts: 10

The reason I ask, I was led to xNormal and this forum from a link in the ZbrushCentral-Sculptris thread. Sculptris is the perfect modeling program for my old laptop because it allows you to paint straight to texture and normal map rather than having to divide to a million verts to get fine detail. My little gfx card responds much better to this. However, the chicken-coupe wire frames it builds are hard to animate or do anything with, and the one I've been working with is still a little to High-poly. I was able to Retopo in blender, and use xNormal for the texture, a new geometry difference normal map, and using the texture channel output the old normal map. But I wasn't able to figure out how to combine the two.

an example of "sculpted" normal map in Sculptris. Detail is already in the normal map.

hulk-normal-detail_example.jpg

This Post needs Your Comment!

The content of this field is kept private and will not be shown publicly.
CAPTCHA
Are you human?