First topic: trying to 3D scan a flat surface that has a slight warped mesh. (like a slightly bowed surface) and how to fix this issue for baking flat map generation. Like uneven height & normal maps. (one side being brighter/higher than the other) and how to normalize them? (make them consistent, so they can be tiled…
The gradients you see here are the normal map trying to compensate for the vertex normals/smoothing of the lowpoly model. This isn't a bad thing persay, its exactly what you should expect to see. Though if your baker isn't synced with your renderer, you will get smoothing errors with this sort of thing. You can try setting…
@Wonkey: What you've said isn't entirely true. Textures in most engines default to tiling, but can be set to mirrored tiling easily, or even to just repeat the edge pixels only. UDK handles this on a per edge basis. So that setup for the UV's would be fine with the texture set to mirror. The trick would be to ensure those…
do you mind posting the wires? generally you want at least 3 edges, 2 for support edge and 1 right in the middle, so that the uvs don't get stretch too much. If you are doing high poly texturing, you generally want to texture it smoothed/subdivided since it is the final product. if you texture the low poly then smooth the…
I asked because i made a similar looking barrel and it was sitting around 568, I realized that the Bump loops at the Sides are not nesesary if they are too small, they can be done by the normal maps and use the rest of the polys to add more loops to the Borders and details like the caps. Your texture looks much better than…
The Dying Lemurs - local band right across the Va/MD border, they played for about a year before splitting up. Unbelievably smooth for metal. Burning beaten Llamas - If you haven't heard them, slit your wrists right now. they are that good. Plowed snowpeas - My current favorate, the lead guitarist just must eat awesome for…
It's Max... If you delete the polygon it is not technicaly still there...it is gone. What you see is the Backface of the top polygon (the 'roof'). You have to delete the roof and recap the resulting hole (select the border and hit 'Cap'), or add two Vertices to the edge (the one between the 1 and 2 in your image) and move…
Yeah, I was thinking about UV's but that previous studio seemed to just have slapped on a UVW map modifier in Max, so that's useless. The face suggestion is a good one, but with that optimizer, that thin border that a shell would give is gone. I guess I'll have to do a manual retopo. I'll end up with cleaner geo and…
It's pretty groovy, I don't like living in the city - I currently live on the border between Austin & Roundrock but it's only a short drive into the city or out to nice nature trails and parks. I've been in some states where the drop off from city to barren wasteland was pretty quick - I'm in a suburban neighborhood but…
hehe some people are being very harsh in this thread, myself included! however Shimmer, I think malcolm is right, I don't know why you'd want to use box mapping, doesn't it make more sense to just make UV cuts on a solid mesh and map edge border/relax? That's the fastest way I found when I was using Maya. It works really…