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Updated On 02 Feb, 19
Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands
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Now that we have a normal map we will want to see how it looks inside of Maya. In order to do so we will need to access the attributes of our rope material and assign the normal map to it. As stated in a previous video, a normal map is just three bump maps layered on top of one another. Since a normal map is three bump maps we can apply the normal map to the bump map attribute of our rope material.
When assigning a normal map to a material it is important to set the normal map as a tangent space normal map. Just about every time you work with a normal map for a game asset you will most likely be using a tangent space normal. Assigning the normal map works much like it does when assigning the diffuse map as it just requires a file selection.
It is highly recommended that when working with normal maps you run a test render. When running the test render make sure to set your render type to Maya Hardware 2.0 in order to get a more accurate representation of how the object will appear inside of a game engine. There really will not be much of a difference between what you see in the viewport versus what you see in the render. Even though this is the case it is still a good idea to run the test render in order to check for any details that you might not notice within the viewport.
The above video was developed by Brain Poof. The views and opinions being expressed by any narrator of any multimedia provided on this channel are the sole product of Brain Poof.
Sep 12, 2018
Excellent course helped me understand topic that i couldn't while attendinfg my college.
March 29, 2019
Great course. Thank you very much.