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Old 15-04-2007, 06:21 PM   #21 (permalink)
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Added a new tutorial about how to export cages/meshes from 3dsmax 9 using the new xNormal 3.10.4 SBM mesh exporter.

It's at http://www.xnormal.net/Tutorials.aspx as usually.
thx
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Old 16-04-2007, 01:27 AM   #22 (permalink)
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Thanks for the update !
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Old 18-04-2007, 09:29 AM   #23 (permalink)
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just downloading this now - can't believe I didn't see it earlier
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Old 23-04-2007, 11:18 AM   #24 (permalink)
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Gotta pick up the new version, I've been using XNormal for a while now since Maya was crashing on me every time I went to transfer a map. Haven't been having that problem lately but XNormal is a great tool for quick normals.
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Old 29-04-2007, 07:36 PM   #25 (permalink)
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Just uploaded the 3.10.5 with some bugs corrected, a SBM mesh exporter port for old 3dsmax version(6/7/8) and recompiled the image filters to support the new Photoshop CS3.

thx
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Old 29-04-2007, 09:04 PM   #26 (permalink)
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Okay, help educate me a little. Do you create a high poly mesh object and a low poly mesh of the same object, then create the high poly maps to use on the low poly object? Or do I have this all screwed up? My current renderer does not support normal maps for a few more months, I want to be able to create them as soon as I can use them. But I want to understand the normal process you would go through from modeling, to mapping, to render. Thanks Guys and Gals.
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Old 29-04-2007, 09:19 PM   #27 (permalink)
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Quote:
Originally Posted by vkirchner View Post
Do you create a high poly mesh object and a low poly mesh of the same object, then create the high poly maps to use on the low poly object?
You model the highpoly and lowpoly models, yep.
Then you UV(texture) map the LOW poly model. The highpoly one does NOT require UVs usually.

Some people first model the highpoly mesh and then creates the lowpoly one optimizing it. Others uses the inverse process ( first create the lowpoly and then export to to ZBrush/Mudbox/blah blah and subdivide + sculpt it ). Both methods have pros and cons, just use the one you prefer

Just sure your lowpoly has UVs before to generate the normal map ( some programs like 3dsmax can automatically UV-map it, but tons of precious normal map texture space will be wasted, is better to do it manually ).

Hope it helped.

Last edited by jogshy; 29-04-2007 at 09:22 PM.
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Old 29-04-2007, 11:04 PM   #28 (permalink)
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What is the reason for doing this, use the low poly except in the extreme closeups? And yes, thank you very much for the details. We do not typically use this process in the Engineering field.

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Old 29-04-2007, 11:14 PM   #29 (permalink)
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Quote:
Originally Posted by vkirchner View Post
What is the reason for doing this, use the low poly except in the extreme closeups?
The idea is to use always the lowpoly model, faking the highpoly model aspect all the time. The highpoly model won't be used in realtime at all. Only the lowpoly model is used.

For closeups the effect is still good because normal mapping operates at pixel level so, basically, you will get almost the same aspect than the highpoly one but using 1000 times less polygons ( but using more pixel shader charge )

A "parallax" effect can be added to normal mapping to enhace the aspect of walls, bricks, wrinkles, etc... play with the parallax slider of the wall example in xnormal to see this.

Normal mapping is not perfect but is a good and very fast trick!

Last edited by jogshy; 30-04-2007 at 01:04 PM.
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Old 30-04-2007, 11:36 AM   #30 (permalink)
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Thanks for the info, it is much clearer now. I need to upgrade my renderer, I can see that now. :-))
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