Well as an update i`ve been spending the last week working on a game project and trying to do things with Maya transfer maps ,Mudbox and xnormal with mixed results. Pulling my hair out most of the time with both autodesk packages when trying to export normal maps. I moved onto one particular game object and it was driving…
I tried xnormal but it gets a lot of artefacts on the normal map and also the normal map is not that crisp or detailed like completely missed the sewing details , I dunno if may be it is me that didn't tune if wel but I was thinkint perhaps is better exctract maps from Zbrush , retopo in topogun and paint over in mudbox or…
I think in max 2008 onwards you can export your cage to an editable poly which gives you a bit more freedom when editing the cage. As long as you retain the same vert index you can import it back again. After that i usually use paint deformations to push verts out while retaining the original normals. Not sure if this is…
uly, thanks for the link. i remember reading this a while back. i pretty much do the same thing (except in this case i did the high first). im using xnormal to get the normals. and the only quality adjustments i can see for normals in there is the antialiasing (which i usually leave at 1x, id turn it off if i could since…
+ Fixed the curtain clipping through the painting. + Straightened out the curtain folds a little bit, to give a better feeling weight. + Created a two-sided fabric shader with a simple camera based falloffs on the diffuse, to get that velvety look. One falloff darkens the tones, the other lightens. - Reduce the glass…
[ QUOTE ] So now that there are restrictions on the shaders, what are people planning to use? Any domWar2 entrants willing to share how they previewed their entries from last year (MOP, peppi, rollin..?) I don't have any experience with xnormal, the UT3 editor, etc. Anyone have opinions on what's the best option? If I have…
Thx guys but no I won't finish (I will! but not for this contest X) nothing crazy with the baking, the main idea is to avoid gradients as much as possible, starting from the smoothing groups. If you don't have any gradients on your smoothing group or any weird triangles, you have more chances to avoid potential artifacts…
The baked information is stored as a separate image, the normal map. This is like the diffuse and specular maps in that it gets mapped to the model according to the UV unwrap you did. It's generated by comparing the difference in surface normal between the high poly and low poly model, and storing it as a vector, which can…
@WarrenM Thanks, I checked the pivot points however they were aligned so I don't think that's the case this time. On further inspection it seems like some parts of the FBX mesh have been blocked from the baker. I tried to run a bake with no high poly information and it seems like only one object in the fbx file is being…