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#12 (permalink) |
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Senior Member
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I agree with Talon about projection mapping. Maybe gets a little hard if you are running a slow pc and it's a little more work than exporting two meshes, but it's definitly worth it.
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The trick is to know when you're the latter, so you can become the former. Revolver |
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#14 (permalink) |
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Freelancer
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melody is pretty good and it can produce pretty clean low res meshes out ot high res ones...
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![]() TO-Crossfire - UT2k4 modification Insurgency - HL2 modification «Discover the world of enin.»
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#15 (permalink) |
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New Member
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- 11
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The 3.10.0 Beta 1 is out.
Tons of changes. External-made cages, new input system, new maps(convex/thick/proximity), partial transparency in the viewer, new heightmap-to-normalmap tool, etc.... Feel free to test ( and remember is a beta, not a stable version! ) More info in www.xnormal.net. btw, I'm looking for a texture baking/transparency/new maps example if somebody is interested. Last edited by jogshy; 29-01-2007 at 03:11 AM. |
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#18 (permalink) |
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New Member
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xNormal v3.10.2 is released!
- Completely revamped triangle rasterizer. Less artifacts, more accurate, top-left filling convention, a bit faster. - New "black sand pixels remover" image filter for AO/thickness/proximity artifacts. - Independent map filtering. - Increased maximum map size - Maps are rendered individually in memory ( much less RAM in use ) - Solved tons of bugs ( including pixel offset and BMP scan lines ) |
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LinkBack to this Thread: http://www.game-artist.net/forums/support-tech-discussion/249-xnormal-normal-mapping-application.html
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| Untitled Page | This thread | Refback | 29-12-2007 02:43 PM | |