Reply
Reply
 
Thread Tools Display Modes
boyluya's Avatar
Old (#1)
how can i make a low poly cage inside of maya that i can use in xnormal for baking maps?? thank you..
Portfolio - Hard Surface Art
Available for freelance
Offline , triangle, 350 Posts, Join Date Jun 2009, Location Philippines  
   Reply With Quote

woogity's Avatar
Old (#2)
what program are you using for the high poly and NEX is a good one, tho it does have its bugs. if your making a low from a sculpted high zbrush also has some tools for retop but they are occasionally buggy and i would stray away from them for complex things.


-Woog
"The blacksmith and the artist reflect it in thier art. Forge their creativity closer to the heart YEAH! Its closer to the heart!"






Vageta whats your scouter read about this model?


ITS OVER NINE THOUSAND!!!!!!!
Offline , dedicated polycounter, 1,542 Posts, Join Date Sep 2008, Location Brighton, UK  
   Reply With Quote

lefix's Avatar
Old (#3)
i would usually just apply some push modifier on the lowpoly and edit parts where i need to
Offline , triangle, 266 Posts, Join Date Nov 2008, Location Berlin, Germany Send a message via ICQ to lefix  
   Reply With Quote

boyluya's Avatar
Old (#4)
Quote:
Originally Posted by lefix View Post
i would usually just apply some push modifier on the lowpoly and edit parts where i need to

Yeah, but that's for max right? My question is there any tool/command or any thing or any way that is equivalent to the tool modifier of max in maya. Thanks anyway.
Portfolio - Hard Surface Art
Available for freelance
Offline , triangle, 350 Posts, Join Date Jun 2009, Location Philippines  
   Reply With Quote

Firebert's Avatar
Old (#5)
  • duplicate your model.
  • select the original and place it on a display layer and make that layer a reference layer.
  • take the duplicate model and switch to vertex component mode (RMB over model or F8 - i prefer F8
  • select all the verts and hit "W" for the move tool
  • either double click the move icon in your toolbar, or hold down W+LMB and select Normal for the axis (depend on which version of Maya you are using, W+LMB may have the "Normal" axis moved to Axis>Normal)
  • move your verts along the N axis (blue,but may already be highlighted yellow) until the are outside your original mesh
  • don't go too insanely far with it though, just a fair enough amount outside of the original model so there is still ample room for good raycasting, but not too far otherwise it really degrades the form of the normal map and flattens it out.
  • then tweak any areas of the now created cage that are not where they should be, are overlapping, or are still stuck inside the original model
  • delete the display layer of your original model, then export your meshes accordingly
VERY IMPORTANT! your cage must match the topology/vert order of your original mesh. If you change your original model, then you'll have to re-create your cage. If you try to change your cage to match your original model that you may have modified, then instead of working with the same model twice, you are now working with two entirely different models

two more things that help... switching on backface culling while you work, and assigning each model a different shader while giving the duplicate cage model a definable color and some transparency.

Last edited by Firebert; 09-09-2009 at 08:51 AM..
Offline , dedicated polycounter, 1,641 Posts, Join Date Jan 2009, Location North Carolina, USA Send a message via Yahoo to Firebert Send a message via Skype™ to Firebert  
   Reply With Quote

EarthQuake's Avatar
Old (#6)
Maya actually has a built in cage system, tho i find it to be pretty buggy at times, all you have to do is go into the advanced options in transfer maps a click off "delete envelope after bake", there, do a quick test bake and it will create an envelope mesh that you can edit as you please.

Its worth noting that editing your envelope in maya isnt like max, in that all you're doing is editing the ray distance, not ray direction(in max you can move stuff around to try and fix waviness, doesnt really work the same in maya).

At the end of the day, i find all this cage editing business to be a huge waste of time! I would rather add some geometry to fix any projection errors, explode the mesh to fix any clipping issues etc. Setting up custom cages can mean a lot of work if you need to go back and make changes to the mesh(have to redo your cage) or need to bake in a different app.
Offline , Moderator, 8,627 Posts, Join Date Oct 2004, Location Iowa City, IA  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch