View Poll Results: which format do you use ?
others (.obj for static...) 248 67.39%
no need (we straight export to game) 21 5.71%
own custom format 23 6.25%
fbx 59 16.03%
collada 17 4.62%
Voters: 368. You may not vote on this poll

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paranoidMonkey's Avatar
Old (#601)
heh really fast reply, thank you. I'll try it tomorrow
Offline , line, 52 Posts, Join Date Oct 2009, Location Portugal  
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paranoidMonkey's Avatar
Old (#602)
It worked! Thanks : )
Btw HP recommended this one http://cg.tutsplus.com/tutorials/aut...ap-in-3ds-max/ by Racer445. It explains pretty much everything.
Offline , line, 52 Posts, Join Date Oct 2009, Location Portugal  
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stringkeeper's Avatar
Old (#603)
I have a noob question: I heard a lot of people say that intersecting high- and lowpoly models dont matter for baking. But when I bake the lowpoly seems to "trim" off parts that are outside the model. I am using mayas transfer maps tool.
Offline , null, 11 Posts, Join Date Nov 2010, Location Vienna  
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Avanthera's Avatar
Old (#604)
do you have a cage built around the meshes?


EDIT; just go here to understand normal mapping:
http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29
and here for your issue, just look towards the bottom of the article:
http://www.paultosca.com/makingofvarga.html

Last edited by Avanthera; 12-02-2010 at 05:37 AM..
aka. Shrew81
Offline , polycounter, 1,020 Posts, Join Date Feb 2009, Location San Francisco  
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stringkeeper's Avatar
Old (#605)
thanks for the links
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Ralex51's Avatar
Old (#606)
Hi, I'm new on the forum and also a little in the 3d (1 and a half year since I began to use Maya) and I have some questions I can't find. I want to know how to bake good Normal Maps with meshes that have sharp angles. I have read that you can bevel the edges of the sharp angles, make one shooting group with all the low poly mesh, use cages and the calculating tool for bake the normals. I have read the most of the post about normal mapping today and I have try all the methods and the best result I have gotten is this:
http://imageshack.us/photo/my-images...malsrampa.jpg/

These are the low and high poly meshes:
http://imageshack.us/photo/my-images...dlpmodels.jpg/

The UV's
http://imageshack.us/photo/my-images/12/outuv.jpg/

The result on my low poly mesh:
http://imageshack.us/photo/my-images...apapplied.jpg/

The Xnormal setting:
http://imageshack.us/photo/my-images...tingscopy.jpg/



This was an experiment for try all the tips I have read but that was all I get. I used Xnormal for bake the maps and my low poly mesh is made in Maya and the high poly in Zbrush.
I want to know all this because I'm modeling a Mech (with a lot of sharp angles that you can't avoid) and I plan to use a Normal Map and then texture it.

I donīt know what Iīm doing wrong and I thing it may be something in the setting of Xnormal but I don't know what. I have watched a video with the same experiment I did but in the video the guy doesn't explain nothing in deep (he repeat all the video he will explain all the process in the next video but the next video he uses the model of a man) and the Normal Map works perfectlly. If you can explain me what to do or post a link with a tutorial that explain what I need I will thank you.
Link of the video:

PD: I apologize for any grammar mistakes, I speak spanish :p

Last edited by Ralex51; 12-06-2012 at 10:17 PM.. Reason: Add a link
Offline , null, 6 Posts, Join Date Dec 2012, Location Mexico City  
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