Something looks wrong here, like you did this without using smoothing groups... Thats all fine if you render your normals map in doom3 and use it in doom3(it re-normalizes your model so you dont need smoothing groups) but it this is in max you need to use smoothing groups or else you will get shading errors, which i think…
http://kovac.flyingtemple.com/tutorials.html A basic introduction to normal mapping in 3D Studio Max originally written for the Torque Developer Network. It also gives somewhat an explanation on how the techniques work and all steps needed to properly generate them. This is my first tutorial so if there's any huge errors…
i've been struggling with this for a while....and after lots of trial and error i'm slowly starting to get there. i don't know if you are familiar w/the shell technique or not, but it works. it's how they did the fur in shadow of the colossus. this is one read that i found pretty good. i wanted more of a straight forward…
Well from what i see on that image you are not getting any error or noise. That looks like some lower poly density areas probably due to a bad basemesh. Make sure you got some uniform polygon distribution on your basemesh and you won't have that problem. Anyway, if you export that model to another aplication, say Max, and…
Yes it does have artifacts before using the filter, the image in the top post is from just dragging the PNG into Photoshop. The weird thing is if I do a low res render in Vue the sky has less errors, but when I do a high res render it's really visible. There's very few tutorials online about how to make skies for games in…
Last time i had a problem (XP rebooted over and over) i booted in safe mode and used restore point. Might be worth a shot. Hopefully it will restore an error free registry, just pick a date that was stable. My failsafe is an image file of the windows partition, which means a clean install with all 3d apps ready to use in 5…
@pixelghost: Just so you know, you are not alone! I have just run through the same process of learning the awkward high->low poly workflow including the Dynamesh trap. What's worse is, even if you fix the triangle error there is a good chance it will then simply say "could not reconstruct subdiv". These options are greyed…
The fear demo was awesome and i'll defiantnly be picking it up too soon after I finish quake4. Don't count it out just yet. The demo did do something funny when i first ran it. It totaly shut my computer down. No error... nothing just went to the boot screen. Ran it again and it ran fine. Give it another shot paul. Its…
Just an update on the normal map, never baked normals from a high poly so if anyone see's any errors or anything like that please let me know! Also I've created an AO map, anyone know what channel I put this through inside 3DS Max for it to display on the model? Usually I'd just set it to multiply inside of photoshop and…
cool thanks! Now I just need to work out why Mental Ray will happily crash with memory errors when renders an 8.5K game model :P I'm back with my 3D PC tomorrow and will try out fixing those settings as you suggest....I will post some screenies too, but start a new thread if it's not working- woulodn't want to hijack this…