normal map probs on tree from curves

Hey,

Does anybody know why some areas of a tree, i’ve made on blenders trees from curves script, don’t get affected when i set the image of the bark for the trunk. It works fine when i check the normal map after checking off all the other textures but when i set the uv image back on again some areas are well working with the normal map and some don’t why is this can someone please help?

can you uplaod a blend file so we can looks at this

night be easier to locate the problem

did you check if all the normal are outward and remove doubles?

are you applying the map to the curves or meshes ?

Thanks

hey sorry,

Here is an image and the blend file isn’t the same tree on th image but it’s texturing is of the same structure please check it and thanks.

Just take a look at the image, why is some areas nicely working with the normal map and some not. What am I missing?

The red rings are the areas being affected well and the yellow not really well. It’s even worse when i scale the u and v scale up, everything seems completely flat then.

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can you circle some of the areas where you think there is a problem

now don’t forget taht normal map is good only if you set the camera righ in front of it
i mean the texture

that;s the idea for normal map
so nomral map don’t work well if you ook sidewyas to it
it’s flat cause it’s not a real 3D effect only the illusion of a 3D effect

a bump map might work better may be !

and by the way we cannot increase the size of the pic so difficult to see the details on the pic!

Thanks

that was quick.

Hey isn’t it possible for u to click on the image to see it in larger form cos i can. please check.

how do i upload a blend file here again i’ve forgotten…

yes i trid to click on pic but it’s refusing to enlarge?

not certain why!

when uploadng you can upload blend file if less than 900 KB

just select blend file instead of pic

happy blendering

ok try here

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tree.e.g.blend (141 KB)


heres the n map

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how did you do the mapping here ?

the file did not inlude the map files inside the UV editor !

now in map panel you got 6 UV mappings
but in f( you got 3UV map ?

so an you explain what you you whre trying to do with theses files mapping ?

and you also hae subsurf + displacement modifier ?

and displacement mod will change your tree right there that may be the problem if UV applied before the subsurf ?

Thanks

i did a new from beginning with only one map

the problem is that your tree or branch is like a cone but your pic is like a square?

so it wont fit unless you distortion the mapping !

tell what you think her e?
see pic

SAlutations

normally and for BGE you should have a image which is a multiple of 2

like 256 X 256 or 512 X 512 or 1024 X 1024 ect,

and to get to see the UV map you need to set the UV in map in panel

now look at this pic i did one with UV map and one with ordinary map

do you see the distorsion in pic

on the left it is UV map and on the right it is orco map!

so i think the rist think is to set you image at a multiple of 2 may be 512 X 512 even if there is some white around the bark but we can try to work the existin gimagge but it wont work in BGE for game ok

hope you are still following here

Salutations

everything was done through the tree from curves script it’s within this that the image was mapped onto the tree, so the mapping is a bit more different than normal because the script modifies the image to fit the tree i just have to set the scale i want and the normal map just follows the scaling of the image. if i map normaly on a normal mesh the normal has lovely affect no matter what angle but this curve to tree script seems to work differnt but i need it to get the layout of the bark text onto the tree trunk

is there a tut on this curve to tree script

i never used it before and not certain what it does
where can you get it

i find it strange that the file size for UV is not a multiple of power of 2!

now you can apply this UV to curve i guess

but not certain that you can change the scale - may be for the overall object
cause the UV wont follow if you cahnge the shape of the object
or you’ll get some distorsion of the mapping

Thanks

just go to blender guru and check it out the authors name is andrew price he’s really good.

thanks for your help ricky.
I’d better just see if anyonelse can explain why.
Anyone?

how do u apply the normal map in the uv like that?

Hey i’ve realised now.

Instead of opening up the actual bark image and unwrapping over that u have to open up the normal itself in the uv image editor and then just open up the actual image on the tex panel as normal and sort out their co-ordinates and so on on there. There’s a bit more to it, check it out on blender guru it’s a really well presented and explained video tutorial. But if i remember properly, Andrew Price,the author of the tut,opened the bark image up on the uv editor rather than the normal map. It works so well now.

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