What's a good program to bake normal's?
I haven't done 3d in a while but CrazyBump is good but so can Max, Maya & ZBrush.
There is a far better program than CrazyBump but i can't think of its name.
To bake from mesh? Substance Painter.
To generate from texture? CrazyBump or nDo2
>To bake from mesh?
Why post a picture of a pigeon?
Crazybump is fucking hella outdated and weak compared to modern tools like Substance or nDo2. The algorithms have come a long way since the last time CB was updated.
>Crazybump is fucking hella outdated
indeed it is, anon.
it works great for game engine stuff but not much else.
It's old and slow compared to the competition, there isn't much to prove. I was great, and it's still good. It's just falling behind.
As artists it's not our jobs to be fanboys, but to use the best tools for the job.
> I was great, and it's still good. It's just falling behind.
Oops, apologize for the Freudian slip there. It's been a rough couple of years.
So, Because no one else has given an example crazy bump is it?
awesomebump.besaba DOT com
Free, is actually updated for current day workflows and PBR, has many more features and performs faster.
PixPlant is also a great Photoshop plugin that has a 3D viewer with real-time displacement, and is able to auto-generate a tiling version of your texture for you.
nDO2 is great as well.
pictures? specifically pigeon normal's?
If you want to generate normals from textures don't you ever touch PixPlant. It has a nice algorithm for creating seamless images from pictures (the pidgeon is not a pattern so it came out shit though), but its normal generator is absolutely fucking shit.
You can't bake normals with Crazybump and on top of that Crazybump is probably one of the worst texture to normal programs out there, really try to actually keep up to date and don't recommend people complete shit.
Baking normals are mostly done either in your 3D modelling program of choice or with a third party program like Xnormal. However I personally don't recommend Xnormal as compared to the default bakers form 3DsMax or Maya it really sucks especially when it comes to baking 8bit normals as you'll have banding on your gradients which look horrible on reflective surfaces. (You can get around this with baking it as a 16bit map and then manually converting it to 8bit but that's just troublesome).
If you want to convert textures to normals then I suggest you nDo2, ShaderMap or Bitmap2Material from Substance.
Proof? Comparison pics?
>other people recommend XNormal as an industry standard for baking out normals, among other programs for normal map generation
>you say it's shit
>maybe its standard AND shit
It can be both.
I don't really know as i don't use it. But i've heard from a lot of people (who did impressive work) that they avoid it, and rather use Maya or Substance Designer for baking.
Maybe its great for organic stuff but bad for Hard surface?
I use Substance Designer and it works fine.