[History] I'm currently trying to remap a normal and texture mapped character that was created in max and zbrush. i was lazy early on in max and didn't unwrap the mesh so chose to use the adaptive uv's in zbrush. this worked fine and i got a nice effect using zmapper when i brought it back into 3d max.
[what the problem is] i've gone back to add things to the maps in photoshop and if you've ever seen a adaptive uv tile set they are a bit criptic to paint on in something like photoshop. so i unwrapped the head in max and using texture projection i projected the orginal mesh with adaptive uv onto the mesh that i had unwrapped, Easy right? well it worked but i keep getting what i think is noise on the render (see pictures on post). i upped the sampling thinking i could try cheat my way round it but it hasn't made enough difference.
Have you tried turning on supersampling, or turning off antialiasing in the Render to Texture options? I had similar "noise" problems before and messing around with those sorts of options helped get rid of it.
thanks for the reply. I've tried a few different sampling methods but they only reduce the noise alittle. i've also just noticed a stange line down the left cheek oh the normal map. I'll have another play around tonight and see what i can turn up.
Resampling from one UV set to another is always going to be lossy. You could also try turning off dithering: Customize > Prefs > Rendering > Output Dithering. Or you could bake at twice the res, resize in Photoshop, should remove most of the noise. Though I'd suggest trying to re-bake the normal map with the new UVs instead.
hello, i tried turning off the dithering but didn't really have to much effect so i ened up just importing the 2million poly model into 3d max and was able to create a new normal map inside 3d max. thank you both for you in put.
Max will accurately capture any bump or normal map that is applied to the surface of a target object in addition to any geometry differences between the two models.
People use this to put tile materials like marble or wood, on their high poly models and bake those down, it captures diffuse, spec and bump/normal so you're off to a good start in some aspects.
You will probably want to turn off Anti-Aliasing because it could blur the textures.
It will compensate for rotation and a bit of stretching and re-scaling but you do have to be careful its not a cure all, if you scale down or up too much it will get destroyed in the translation.
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Also for semi-automatic rebaking, here's s a script that worked out fairly well: http://www.scriptspot.com/3ds-max/scripts/remappsd
People use this to put tile materials like marble or wood, on their high poly models and bake those down, it captures diffuse, spec and bump/normal so you're off to a good start in some aspects.
You will probably want to turn off Anti-Aliasing because it could blur the textures.
It will compensate for rotation and a bit of stretching and re-scaling but you do have to be careful its not a cure all, if you scale down or up too much it will get destroyed in the translation.