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desperate need help

hi every one

i have been trying to figure out this one for days now and no succes,heres my problem:

i built avery simpe hard surface model then smoothed it just to get high res then topolojyed low res, i did all that just to test the generating system in maya 7 surface sampler tryed many options and allmost came with the same results, just asec i show you my model here:



modelsy2.th.jpg



and here the normal texture with wireframe:


textureqr1.th.jpg


as you can see in the red circle i am getting traingle edges and not strait edges, so that what i am trying to fix.

any suggestions or advices guys.

thanks

Replies

  • MoP
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    MoP polycounter lvl 18
    http://www.mr-chompers.com/tutorial/normal_workflow_2.htm

    Read this page, near the very bottom there is an example of what is happening. That should explain the results you see - basically the rays are tracing out of your mesh at undesirable angles for the detail around those areas.

    You should either change the projection cage, or it's possible that changing the "match using:" value in surface sampler to "geometry normals" instead of "surface normals" (or the other way round depending on what it is set to already), that might improve things.
  • manhal jabali
    ok what do you mean about projection cage is it the low poly, and how do you make aprojection cage in maya 7
  • vj_box
    try playing with the attributes when u generate the normal map.This is due to the distance of the projection cage,Maya should have its own attribute for this.
  • Mark Dygert
    I don't think you can specify a separate mesh as a projection cage in Maya? I'm not even sure how to display it or if you can tweak the cage its using. I know how to do all that in Max, but never found a way to do it in Maya.

    You could try Xnormal, it allows you to specify a different mesh as a projection cage.
  • Marine
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    Marine polycounter lvl 19
    haven't seen a way to load a separate mesh as your cage in maya, but you can edit the one it generates, in transfer maps select envelope in the display drop down. just make sure you untick delete envelopes on bake or you'll lose your envelope if you put display back on mesh and then close transfer maps. never really used it though, xnormal is more convenient.
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