Hi there, I have an issue with transfer mapping that I'm hoping someone may be able to give some advice on. I've been modelling a defibrillator for what will possibly be an educational game for mediacal students. I've modelled and and textured it fine except for one thing:
I edit my UV maps in an attempt to create as much space as possible but when I then transfer a high poly mesh onto the low poly it goes very wrong. It ends up dark grey and black and looks nothing like the high poly mesh.
However, when I just click automatic mapping and then transfer map it works exactly as it should.
The problem with just doing this is that the model has 5 or 6 separate pieces each with an individual normal and diffuse map when I'm pretty sure I should have all those pieces mapped onto one file for diffuse and one for normal maps.
Any ideas why this could happen?
This is what it is supposed to look like but preferabley all on one file
Thanks for your time
Replies
Here's the UV's that I got so far (I haven't UV mapped the rest of it yet)
Normals (looking rather bad)
and Diffuse
Sorry, the images are a bit large lol
This brings me onto another topic in a way. The back section of the dial will never be seen in a game... ever. Would it be wise to delete it in order to reduce the polycount? Or when transfer mapping would the envelope try and calculate the negative space or do anything else strange?
I'll give it a go I guess...
Note: this prop is intended to be imported into a game engine
Hardly the most stunning image but it'll look alright in the end hopefully
This may be obvious for some people but this is what I've found:
- Firstly when transfer mapping a normal map no UV's should be overlapping otherwise your model will look like ass like my earlier attempts did.
- Transfer map every part of your model even if it is a part of model that doesn't have a high poly count. you could probably lower the polygon count that little bit more. Also this stops parts of your model looking flat where the normal map has no detail within that section of UV space.
- From what I understand (although not tested yet) you can overlap UV's for a diffuse map
Here's my rubbish model so far