I've been messing with this sort of stuff for awhile, it is most likely photometric stereo. Depending on what maps they offer, it is essentially doing the same stuff as megascans (when it comes to plants anyway). Any height/depth information is probably just derived from the normal map that is created from the multi angled…
@frell I made a similar mesh, unwrapped it, applied a uv checker pattern and the pixel ratio is perfect. I can't think of what you may have changed, maybe if you post the .blend we can sort that out. I think the two you mentioned are the only ones. The thing about unwrapping in Blender is that it uses LSCM algorithm, so…
in MAYA - lock normals an then extract, done OR select both meshes and average normals. OR by transfer attributes u can also hold the normals of mesh Y constrained to the one in X MAX always had a hard time with vertex normals.
Basically if you have a UV coordinate extending beyond or even touching the 0:1 border, zbrush will not bake the map correctly. But if the UVs themselves are being detached, trying using GoZ to transfer your Maya mesh to zbrush instead.
Just a quick recommendation for the hair, right now I can sort of see the cards in the textured version so I might try transferring the vertex normals from a spheroid shape. There's an example in Tom Parker's tutorial @ step 14.
Yeah, Max Projection does not transfer the normals. Doesn't seem to be anything similar by default on Max, so I'm using a script : "SlideNormalThief". POM is working now after all the feedback. Thank you so much everybody for the help.
Also make sure you have your high poly, or whatever you want to bake in your source meshes list in the transfer maps dialog, because if it is blank Maya will bake any other meshes that may be hidden etc...
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We have more or less the same problem, transferring material presets from one document to another one, like we did with the good old DDO.... we're discussing it here: http://www.polycount.com/forum/showthread.php?t=137918
there's also this: http://www.wings3d.com/ i am not sure if wings is still being developed much but this is by far my favourite approach to polygon modelling. ideally suited to start (again) in my opinion. transfers easily to 3ds max or blender, too.