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very nice Peris.
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, veteran polycounter,
2,695 Posts,
Join Date Jan 2007,
Location San Jose, CA
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wow peris that's awesome stuff
thanks for 'em
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, dedicated polycounter,
1,581 Posts,
Join Date Aug 2006,
Location Toronto, ON, Canada
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thanks, updated the thread with those. 
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Quote:
Originally Posted by Tumerboy
Making Normal Maps for modular (tiling) geometry, is pretty much the same as making it for a tiling texture. As long as your edges match up you should be fine. You're worried about seams between adjoining segments, but again, as long as you make your map right, it won't be a problem.
As for the creation process? You can do whatever the fuck you want to. Can you Bake from high poly to NM? Sure!
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Hey Tumerboy, to follow up with aeryn's question. Because modular buildings share texture space there are tons of overlapping UV's. I thought if you are to bake a normal map from a high poly mesh, the low poly cage can't have any overlapping UVs. Wouldn't that cause a problem when you pack so many different elements onto one texture sheet?
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, null,
24 Posts,
Join Date Oct 2009,
Location Seattle, WA
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Quote:
Originally Posted by Kylen
if you are to bake a normal map from a high poly mesh, the low poly cage can't have any overlapping UVs. Wouldn't that cause a problem when you pack so many different elements onto one texture sheet?
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Move all the overlapped/mirrored bits one unit away in UV space before you bake the normal map. Only one copy of the forward-facing UVs should remain in the 0-1 UV box at baking time. More here:
http://wiki.polycount.net/Normal_Map#UVCoordinates
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, Polycount.com Editor,
6,669 Posts,
Join Date Oct 2004,
Location Boston USA
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Thanks for clearing that up Eric, makes sense.
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, null,
24 Posts,
Join Date Oct 2009,
Location Seattle, WA
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I tend to build my modular pieces first, and if I were going to bake, I would just bake each piece, rather than assemble them all and then try to bake. And if I did it that way, then there's no overlapping anything.
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, veteran polycounter,
2,695 Posts,
Join Date Jan 2007,
Location San Jose, CA
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using variety of modeling tools and techniques to create damage effects using a building.
I need help Removing large chunks of the buildings in Maya. Breaking concrete,stone pieces and Damaging Buildings. Can any one help? I'm looking for a tutorial if some one can email me.
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, null,
10 Posts,
Join Date Nov 2009,
Location WA
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kel, I think most folks just use the cut tool and cut the damage into the buildings.
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I have to study alot and idk from where i should start
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, null,
1 Posts,
Join Date Sep 2010,
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How could this be done in a maya workflow?
They do this in the 3d Motive video is this modular right if so how can I do this process in maya
Last edited by Hugh; 12-31-2010 at 09:44 PM..
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, card carrying polycounter,
2,366 Posts,
Join Date Dec 2009,
Location Johnson City,TN
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how would i go about adapting Stefan work-flow for things like futuristic or sci-fi art where i cant really get a photo reference.
would i just model bits in highpoly and bake them down to a plane and use that in my texture sheet?
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, card carrying polycounter,
2,235 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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also, how does he prevent mip bleeding..?
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, polycounter,
1,285 Posts,
Join Date Aug 2011,
Location Berlin
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