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Design Tools => Wall Worm Model Tools => WWMT Questions => Topic started by: respawnrt on March 20, 2012, 10:28:38 AM

Title: Baked normal maps
Post by: respawnrt on March 20, 2012, 10:28:38 AM
Hi there, do you happen to know how to make baked normal maps to work in source ?.I tried to invert channels, but the edges always appear hard.
I'm trying to import this chair for a level i'm making; the render is from Marmoset (realtime) and it's identic in the normal map quality with the max viewport.
I should admit that this isn't having anything to do with WWMT (which works fine) but i figured you might have some experience with source :)
(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi.minus.com%2Fjbqp23oXe84Gxv.bmp&hash=75a392c8e9c7629ad298306b9ed8416a03512e2d) (http://minus.com/mbkO0XWqV6/1f)
Title: Re: Baked normal maps
Post by: wallworm on March 20, 2012, 12:39:29 PM
I'm not entirely clear on the problem... as any time I've baked a normal map it simply works in the exported textures. Maybe you can share a little more details about the steps you are taking and where it seems to be going wrong?
Title: Re: Baked normal maps
Post by: Meathead on March 21, 2012, 09:29:08 AM
Is that pic with normal maps or without? maybe show us your 2d normal map texture and like shawn said your process as well man
Title: Re: Baked normal maps
Post by: wallworm on April 01, 2012, 09:43:06 AM
Did you find an answer to your problem?

After re-reading your post, I'm curious if you have applied smoothing groups to the faces of your model?