I need to develop a better adaptive method. The old one had a lot of bugs and the quality was not good(specially with the AO, that had a lot of banding artifacts ). I'm working to render all the maps faster. xn4 will solve that: you'll import a highres mesh... then the internal structures I use for ray tracing will be…
[ QUOTE ] I think hes refering more to baking diffuse maps exported from zbrush with thier funky auto-mapping applied to a highres model onto the lowres model to use as a base for texture work. We're using max to do this currently, but it would be great to get everything set up in one program. [/ QUOTE ] So you apply a…
This might be impossible , and i might be saying a shitload of nonsense, but do you think you could add a functionality where we load the lowpoly model with the normal maps applied , and you render an AO from eaach texture with the normal map detail ? and maybe you could with it simulate cavity mapping ? its pretty much…
[ QUOTE ] i saved the cage i was using on 3ds max to render correct , but it whined about the number of vertex not beeing the same , wich was odd, since i imported it back to max and made a vert count and was exactly the same [/ QUOTE ] Are you using the 3.11.1? Solved a problem related to that in the last version.. that's…
OpenCTM only works on x86 mode, not x64. Also sure you're using the Beta 2, because the Beta 1 had a problem finding the the openctm.dll @Tea Monster: Are you using cages? You should If you used the lowpoly as basis for the HP's subdivision you could use the MatchUV feature. Also an advice about your UV layout: keep some…
[ QUOTE ] I had a problem with 3.10.2 in that when I went to the 3D viewer, my model is invisible unless I tick 'show normals' or 'show cage'. In which case I can't see the textures. [/ QUOTE ] What's your OS, graphics card and drivers version please? I think somebody told me about some Direct3D problems with ATI and…
Thanks, that lead to a fix. Turns out my origin got screwed up when I added some geometry in Sculptris. I was able to fix my origin point for the lowpoly. I then used the cage method (oh my gosh, so much faster!) and the maps are baking out way nicer than they did before. I didn't work off a straight subdivision, but I was…
Well, you should definitely manually triangulate your lowpoly mesh I think. Or at least be sure that any non-planar quads have their dividing edge running in the right direction. I would try welding the horizontal forehead seam and move the eye UVs down to the bottom of the map, a bit more stretching in that area is much…
[ QUOTE ] I have found some reversed normals in my mesh and fixed them and tried again but the result is almost the same. When I turn "discard back-faces hits" off then the areas which are blank then have bright green normal mapping stuff in them which looks bad?. Any idea whats going on? [/ QUOTE ] Some programs have the…
The xn3 UI gonna be replaced completely in xn4. I'm programming a standard native-look UI with an integrated 3D viewport ( which can be disabled so no resources will be wasted ). Btw, the xn4's portability is making me crazy... I need to test the each thing 16 times ( windows XP + windows Vista + ubuntu + openSUSE + MacOSX…