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Old 01-12-2009, 09:29 AM   #11 (permalink)
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Low Res : model done


Next stop, UV land.
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Old 01-12-2009, 10:41 AM   #12 (permalink)
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somehow many pepole hit the 300 tirs limit think you could reduce some tris be killing some loops or weld some points. for example on the top cone ore the box on the side. but anyways good luck for uvs and baking.
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Old 01-12-2009, 10:47 AM   #13 (permalink)
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Theht. why not use all the tris you can?
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Old 01-12-2009, 10:51 AM   #14 (permalink)
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performance no for sure i defantly also optiimized all the posible areas. and 3000 tris is really tuff. also there is a part missing in the lowpoly not that 50 tris or so enough for the feedpart but. with some opimastion he would maybe get it also in it.
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Old 01-12-2009, 01:07 PM   #15 (permalink)
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But if you're given a budget, it is usually what you can use and still have good performance
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Old 03-12-2009, 12:53 PM   #16 (permalink)
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So I am rendering out my normal maps using Transfer Maps tool. This what I am getting...


Now first off I know some sections are not the best. Technically speaking this would actually be a my first go at using this tool/option, so I am learning as I go.

While half the model looks good after I apply it and view it in Maya, the matching items on the opposite side seem to have the normal map inverted. As in, if I look at a piece on the left, with the light on the left, that piece looks fine, but then I can see the matching piece on the right lit up. Then I move the light to the right, so left piece gets dark, butthen so does the right.

What is happeing here?
I am guessing I am doing something wrong in the options.

Few examples in th map I can point out fast and easy.


I can show some inViewporrt examples, if it would explain it any better, but I am i nthe process of rendering out another map at the moment.
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Old 03-12-2009, 01:22 PM   #17 (permalink)
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It's an inversion of the blue channel is those selected areas. I have no idea how the baking process could have created that(maybe ray distance or cage set up), but there is a quick work around to it. Open it in photoshop, mask out the problem areas, go to the blue channels tab, and hit ctrl+i. This will flip the blue channels for that area giving you the results you wanted.

I just did this in 2 minutes, obviously you would want to spend more time to clean it up, but this is just to show what I mean.



Or you can try doing it in another program such as xnormal
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Old 03-12-2009, 01:46 PM   #18 (permalink)
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Thanks, will try that. I was trying inverting, but was just inverting all channels which end up with the result I was initially getting.
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Old 03-12-2009, 03:05 PM   #19 (permalink)
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On normal renderer can you turn on backface culling and check you normals are pointing in the right direction on those faces that are effected.
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Old 03-12-2009, 03:08 PM   #20 (permalink)
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Yar. Just started checing that. Turns out that is what it is. Crazy thing is with backface on, I can see the face one way, but the normal points in the opposite. So I checked things in one way, which looks correect, but were wrong. So now I am going back through and triple checking all the pieces that seemed wrong.

Set me back some, should have this along with the AO done tonight and then ba able to texture over the following two days.

Last edited by PermaGrin; 03-12-2009 at 03:25 PM.
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