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Tumerboy's Avatar
Old (#76)
very nice Peris.
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indian_boy's Avatar
Old (#77)
wow peris that's awesome stuff
thanks for 'em
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Jeremy Lindstrom's Avatar
Old (#78)
thanks, updated the thread with those.
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Kylen's Avatar
Old (#79)
Quote:
Originally Posted by Tumerboy View Post
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!
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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Eric Chadwick's Avatar
Old (#80)
Quote:
Originally Posted by Kylen View Post
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?
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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Kylen's Avatar
Old (#81)
Thanks for clearing that up Eric, makes sense.

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Tumerboy's Avatar
Old (#82)
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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keleko's Avatar
Old (#83)
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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Jeremy Lindstrom's Avatar
Old (#84)
kel, I think most folks just use the cut tool and cut the damage into the buildings.
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Jeremy Lindstrom's Avatar
Old (#85)
forgot to add Kevin's Gears workflow thread.

http://boards.polycount.net/showthread.php?t=62114
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Leader's Avatar
Old (#86)
I have to study alot and idk from where i should start
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Hugh's Avatar
Old (#87)



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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passerby's Avatar
Old (#88)
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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cptSwing's Avatar
Old (#89)
also, how does he prevent mip bleeding..?
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