This is the first time I've tried projection mapping in 3d max to get normals. I've looked under many forums for a possible solution to my problem but haven't found anything that works. I've messed with the settings. put on SS 2.5 that did nothing etc..any suggestions would be much appreciated. I've posted some really high res pictures so you can see the detail. thank you.
start there. but you will get errors. it wont come out perfect and it wont do the work for you. it is a starting place. you will have to bring the map into photoshop and do touch-ups. Check out the link above, it goes into how to touch it up in PS
the red is flag color, it lets you know the projected rays from the control cage missed the target mesh. I'm not sure if you left that option on to show the mistakes or because it defaults to on?
Render to Texture> Objects to Bake > Projection Mapping > Options > uncheck "Ray miss check"
Normally you get those kinds of errors when there is something wrong with your control cage, like it clips into the target mesh or it didn't generate properly. Check your cage, tweak it, move some verts around and see how it effects the end result.
Do you have overlapping UV's that causes problems like that also, there are a few ways to get around those issues but I won't get into them unless you did overlap some parts.
yea I reset the cage, sometimes it got all messed up. I use "amount" under push for the cage but not "percent". also does tolerance affect anything? thanks.
thanks vig. I didn't really tweak the cage. I just sized it up over my low poly model. I'm sure I don't have any overlapping uv's I made sure not to...
this sucks. i spent so much time on this and I'm at a roadblock. I guess I'll check out that ben mathis tutorial. also anybody know about this AmpII normal map projection map plugin?
I'm not sure this will really help, but sometimes it does. Try opening a new file and merging the model into the new, naked scene, and try it again? What kind of results do you get don't use the cage?
Render to texture > Projection Mapping > options > Method > Uncheck use cage. Use the offset value to push the projection away from the surface of the model.
I would rotate the handle pieces so the grip lines go straight across, that will cut down on the anti-aliasing causing a the choppy shadows. But thats the least of your problems I take it =/
it looks like your normal map setting should be in order now, lets check your render settings. If you are using default scanline render, on the "Render tab" > Global Super Sampling > Check Enable Global Super sampler > Max 2.5 Star is normally fine.
Also how high poly are those tiny objects? If you put those objects on their own texture sheet and scale them up then render out the normal map what does it look like? Right now it looks like the res is too low for the amount of detail is is trying to capture?
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start there. but you will get errors. it wont come out perfect and it wont do the work for you. it is a starting place. you will have to bring the map into photoshop and do touch-ups. Check out the link above, it goes into how to touch it up in PS
Render to Texture> Objects to Bake > Projection Mapping > Options > uncheck "Ray miss check"
Normally you get those kinds of errors when there is something wrong with your control cage, like it clips into the target mesh or it didn't generate properly. Check your cage, tweak it, move some verts around and see how it effects the end result.
Do you have overlapping UV's that causes problems like that also, there are a few ways to get around those issues but I won't get into them unless you did overlap some parts.
Render to texture > Projection Mapping > options > Method > Uncheck use cage. Use the offset value to push the projection away from the surface of the model.
it looks like your normal map setting should be in order now, lets check your render settings. If you are using default scanline render, on the "Render tab" > Global Super Sampling > Check Enable Global Super sampler > Max 2.5 Star is normally fine.
Also how high poly are those tiny objects? If you put those objects on their own texture sheet and scale them up then render out the normal map what does it look like? Right now it looks like the res is too low for the amount of detail is is trying to capture?
edit: yeah what vig says