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Old 08-05-2008, 04:31 PM   #1 (permalink)
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normal maping hard surfaces

i am having some problems when it comes to projecting high res models into low res models in 3ds (render to texture).

in this exemple everything is clean (uv set,render to texture options...) but the generated normal map presents some artifacts.

any advice?



Photo







.

Last edited by royter; 08-05-2008 at 04:39 PM.
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Old 08-06-2008, 01:43 AM   #2 (permalink)
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Hmm, if you properly unwrapped it.. Then I can't really spot the error. I'm not to odd on these kinda odd errors.. Know I've experienced them myself though.

Perhaps it might be the same problem encountered not too long ago, take a look around the thread and look for some RTT problem thread, might have the answer you're looking for

Cheers!

Last edited by Tiros; 08-06-2008 at 01:45 AM.
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Old 08-06-2008, 09:00 AM   #3 (permalink)
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didn`t find the thread.
can you post the link?
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Old 08-06-2008, 09:25 AM   #4 (permalink)
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http://www.game-artist.net/forums/mo...t-3ds-max.html
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Old 08-06-2008, 09:57 AM   #5 (permalink)
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i read the post and used all the mentioned methods didn`t work.
here`s my scene.

scene
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Old 08-06-2008, 01:04 PM   #6 (permalink)
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Quote:
Originally Posted by royter View Post
i read the post and used all the mentioned methods didn`t work.
here`s my scene.

scene
I looked at your scene, thinking your unwrap was busted. It didn't appear to be, and it appeared you were baking to the correct UV set.

When I opened up the scene it required the gamebryo shader dll, which I do not have, and the entire high-poly mesh came in red-wireframed, which means the shader was busted (because I didn't have the gamebryo shader). When baking in Max, you should not use display shaders on the source meshes. I believe this is your problem.
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Old 08-06-2008, 01:57 PM   #7 (permalink)
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i applied a blinn shader for both models, nothing changed, same problem.
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Old 08-07-2008, 12:52 PM   #8 (permalink)
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I dont have 3ds max at home now so i can only tell you what [might] be:
Your render to texture cage advanced settings (window where you set the ray miss check color) can have the ray collision setting wrong. If it's "furthest" choose "nearest".
This is true if the UV space for the upper edge of the structure is where the top of it is rendered on.

Hope this helps...
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Old 08-07-2008, 01:06 PM   #9 (permalink)
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thanks for the tip
tried it, it didn`t help.
is projecting hards surfaces into low poly that hard?
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Old 08-07-2008, 02:26 PM   #10 (permalink)
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Quote:
Originally Posted by royter View Post
thanks for the tip
tried it, it didn`t help.
is projecting hards surfaces into low poly that hard?
I do it all the time and it works just fine.

The high-poly source that you shared had that broken shader on it originally and I couldn't get it to work correctly in Max, so I couldn't test your bake. Perhaps you baked something incorrectly to a shell texture that's stuck on the mesh?

It's very puzzling, you've managed to break something in a way I haven't seen before

Have you reset x-forms and collapsed both models?
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