I extracted normal map from mudbox and literally stuck it on the material using the following process in max... bump > Normal Bump > Bitmap > Normal Map file as for the renderer, it is simply max's default render setup, i have not changed anything... Should I have? I also flipped greens and it didnt solve it :/ Thanks for…
@Revel: I made the lowpoly to use the smooth or subdivided version i think its the easy way to model that think, but like @oglu said my mesh dont match exactly the concept, i think it would be solved smoothing to have more polygons and moving some vertices so the holes are exactly like the image
Cool shield. There's not a lot of vertical topology at the moment. This may be frustrating when you try and put details into your sculpt. It's suggested you stick to quads, keeping them squared with an even density across the mesh. Throwing divisions at it will solve the problem on face value. However will present problems…
I think you may be right, I'll see if I can beef them up a little. I had a couple scale problems I tried to solve too, though not entirely - I'll try and flesh out the ankles/legs some more. I was running blind there, since there wasn't a ton to go off in the concept.
Thank you, @Enalrem! The floor was too much fun! Had to do a bit of problem solving and it's probably higher poly than it should be, but it looks pretty so the polycount remains. Made from two separate materials in SDesigner, finished in SPainter. Next: Wall (Oh yes, and I used XMD brushes this time, for the cracks and…
Thanks for the quick reply! Yes I have reset my Xform. But after more experimentation, I've been able to solve my issue, thanks to you. It's the VISIBILITY! Nothing else mattered but that! Once again, thanks for the help. Baking AO from a highpoly to a low poly using mental ray is now an option! Regards GIS3000
Thanks Guys! I solved it. The Problem was Dynamesh/zRemesher. I used them and the Result are Crap UVs ^^ So i just reimported my LowPoly with Support Edges, divided the Geometry, exported the HighPoly, decimated it and exported the new low poly with "keep UVs" checked. So the old UVs are still there now in Max :) Thx ^^
Hi guys, thanks for your replies very helpful. My friend at work was also able to help me solve it by attacking the problem in a different way. ConvertSelectionToFaces; $selectedObject = `polyProjection -ch 1 -type Planar -ibd on
-kir -md y`; setAttr ($selectedObject [0] + ".projectionHeight")
400; setAttr…
I'm really disappointed :( I was looking forward so much to From Dust and I would still love to grab a copy. I hope they'll solve these issues soon, but after all this drama caused by the game's publisher, I doubt it will sell well on PC. It's sad that another good game will be affected by Ubisoft's policies :\
Thanks for your help. But I am afraid that I still have not been able to solve the problem. I increased the padding from 2 to 4 and tried baking the AO, and then multiplied the AO over my base color at 80%. And here is what I get. This is the multiplied result. Here is the AO result with padding at 4.