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Old 07-30-2008, 01:08 AM   #51 (permalink)
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Quote:
Originally Posted by wolfsage View Post
Personaly I dont think you need to bother removing anything from outside the UV space, as its just dead space.. wont effect you texture, alough its often usfull to have a bit of bleed around the edges helps prevent nasty seams
Well I use it to keep thing's clean so I can see clearly what is going to be on the model or not. It's not needed, but it helps me personally in differentiating the different piece's easier. I am of course pretty new at this so as I get better I may grow away from using it, but right now I find that it simplifies thing's.
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Old 07-31-2008, 12:58 AM   #52 (permalink)
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X-Convict: Thank you SO much for the information! It's a personal pet peeve when something erases my posts before they're posted, so I totally feel ya; THANK YOU!!

The shadows on the "dots" weren't so fun to do because they weren't consistent when actually placed on the model. So, knowing that it's something that should be taken care of on a normal map (right?) makes more sense. Now, any idea on how I would've done that on a normal map? My current knowledge is that you let nvidia plug in do all the hard work by just creating that colorful normal map. How would I emphasize or "raise" things like dots on a normal map? (I pose this question to anyone willing to answer).

Thank you so much for your knowledge, x-convict! It's greatly appreciated!! Oh, and yea, I totally went for the Lego blocks because of the blocky model. I saw so many people complaining about the model and all I could see was how perfect it was for Lego blocks.
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Old 08-01-2008, 03:38 AM   #53 (permalink)
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What software are you using? You can bake a normal map from a higher res model onto a low poly base. In maya you go to Rendering menu; Lighting/Shading>Transfer maps..

I'm sure you can do it in Max aswell
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Old 08-01-2008, 03:55 AM   #54 (permalink)
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Yeah you can do that in Max aswell, I was just looking at this tutorial the other day.

3D Palace -> Autodesk 3ds Max -> Autodesk 3ds Max Intermediate -> Intermediate 3ds Max 016 Displacement Using Zbrush In Max For Games - 3D Palace

I just found this site the other day from someone posting it on this site and I've already learned a crap load from their tutorial's.
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Old 08-01-2008, 07:01 AM   #55 (permalink)
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If you have Zbrush just use the Zmapper plug-in its way quicker.

Zclassroom video on Normal mapping; Pixologic :: ZClassroom :: Quickstart Tutorials

You can down load it as a plug-in for Zbrush2 and it comes with 3.1
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Old 08-01-2008, 07:33 AM   #56 (permalink)
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Well I just have the demo at the moment to try things out, overall I like it so Ill most likely get the full version. That sound's extremely useful and way more simplistic than doing it manually. Thanks for the tip.
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